Clenaup: spelling in comments
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@@ -181,7 +181,7 @@ enum eBKELibLinkOverride {
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*/
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BKE_LIBLINK_OVERRIDE_USE_EXISTING_LIBOVERRIDES = 1 << 0,
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/**
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* Create (or return an existing) runtime liboverride, instead of a regular saved-in-blendfiles
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* Create (or return an existing) runtime liboverride, instead of a regular saved-in-blend-files
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* one. See also the #LIB_TAG_RUNTIME tag of IDs in DNA_ID.h.
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*
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* \note Typically, usage of this flag implies that no linked IDs are instantiated, such that
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@@ -224,7 +224,7 @@ void BKE_editmesh_loop_tangent_calc(BMEditMesh *em,
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face_as_quad_map[i] = j;
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/* step over all quads */
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if (em->looptris[j][0]->f->len == 4) {
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j++; /* skips the nest looptri */
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j++; /* Skips the next looptri. */
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}
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}
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num_face_as_quad_map = i;
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@@ -795,7 +795,7 @@ struct LibOverrideGroupTagData {
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*
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* NOTE: This is needed only for partial resync, when only part of the liboverridden hierarchy is
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* re-generated, since some IDs in that sub-hierarchy may not be detected as needing to be
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* overridden, while they would when comsidering the whole hierarchy. */
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* overridden, while they would when considering the whole hierarchy. */
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blender::Set<ID *> linked_ids_hierarchy_default_override;
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bool do_create_linked_overrides_set;
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@@ -1165,7 +1165,7 @@ static void lib_override_linked_group_tag(LibOverrideGroupTagData *data)
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/* In case this code only process part of the whole hierarchy, it first needs to process the
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* whole linked hierarchy to know which IDs should be overridden anyway, even though in the more
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* limited sub-hierarchy scope they would not be. This is critical for partial resync to work
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* propoerly.
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* properly.
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*
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* NOTE: Regenerating that Set for every processed sub-hierarchy is not optimal. This is done
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* that way for now to limit the scope of these changes. Better handling is considered a TODO for
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@@ -471,7 +471,7 @@ void BKE_mesh_calc_loop_tangent_ex(const float (*vert_positions)[3],
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face_as_quad_map[k] = j;
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/* step over all quads */
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if (faces[looptri_faces[j]].size() == 4) {
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j++; /* skips the nest looptri */
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j++; /* Skips the next looptri. */
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}
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}
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num_face_as_quad_map = k;
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@@ -1237,11 +1237,11 @@ static bool write_file_handle(Main *mainvar,
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* The main reason is that scenes typically have no users, so most linked scene would be
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* systematically 'lost' on file save.
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*
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* While this change re-indtroduces the 'no-more-used data laying around in files for
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* While this change re-introduces the 'no-more-used data laying around in files for
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* ever' issue when it comes to scenes, this solution seems to be the most sensible one
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* for the time being, considering that:
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* - Scene are a top-level container.
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* - Linked scenes are typically explicitely linked by the user.
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* - Linked scenes are typically explicitly linked by the user.
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* - Cases where scenes would be indirectly linked by other data (e.g. when linking a
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* collection or material) can be considered at the very least as not following sane
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* practice in data dependencies.
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@@ -236,7 +236,7 @@ CachedImage::CachedImage(Context &context,
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const ResultPrecision precision = Result::precision(target_format);
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/* The GPU image returned by the IMB module can be in a format not supported by the compositor,
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* or it might need premultiplication, so preprocess them first. */
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* or it might need pre-multiplication, so preprocess them first. */
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if (result_type == ResultType::Color && should_premultiply_alpha(image, image_buffer)) {
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texture_ = preprocess_texture(
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context, texture_, target_format, precision, "compositor_premultiply_alpha");
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@@ -561,7 +561,7 @@ void DeferredLayer::end_sync()
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sub.bind_image(RBUFS_COLOR_SLOT, &inst_.render_buffers.rp_color_tx);
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sub.bind_image(RBUFS_VALUE_SLOT, &inst_.render_buffers.rp_value_tx);
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/* Submit the more costly ones first to avoid long tail in occupancy.
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* See page 78 of "Siggraph 2023: Unreal Engine Substrate" by Hillaire & de Rousiers. */
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* See page 78 of "SIGGRAPH 2023: Unreal Engine Substrate" by Hillaire & de Rousiers. */
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for (int i = ARRAY_SIZE(closure_bufs_) - 1; i >= 0; i--) {
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sub.shader_set(inst_.shaders.static_shader_get(eShaderType(DEFERRED_LIGHT_SINGLE + i)));
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sub.bind_image("direct_radiance_1_img", &direct_radiance_txs_[0]);
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@@ -41,7 +41,7 @@
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#include "COM_node_operation.hh"
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#include "COM_utilities.hh"
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/* **************** IMAGE (and RenderResult, multilayer image) ******************** */
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/* **************** IMAGE (and RenderResult, multi-layer image) ******************** */
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static bNodeSocketTemplate cmp_node_rlayers_out[] = {
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{SOCK_RGBA, N_("Image"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
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@@ -336,7 +336,7 @@ static void cmp_node_rlayer_create_outputs(bNodeTree *ntree,
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}
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/* XXX make this into a generic socket verification function for dynamic socket replacement
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* (multilayer, groups, static templates) */
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* (multi-layer, groups, static templates). */
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static void cmp_node_image_verify_outputs(bNodeTree *ntree, bNode *node, bool rlayer)
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{
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bNodeSocket *sock, *sock_next;
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@@ -46,6 +46,7 @@ dict_custom = {
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"anisotropic",
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"anisotropy",
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"atomicity",
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"attachmentless",
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"attenuations",
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"backlit",
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"bindless",
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@@ -54,6 +55,7 @@ dict_custom = {
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"boolean",
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"borderless",
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"breaked",
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"browsable",
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"callables",
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"canonicalization",
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"canonicalize",
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@@ -73,6 +75,7 @@ dict_custom = {
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"confusticated",
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"constructability",
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"constructible",
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"convolved",
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"coplanarity",
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"copyable",
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"correctors",
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