New view layers should be named "View Layer" (not Render Layer)
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@ -109,32 +109,32 @@ ViewLayer *BKE_view_layer_context_active_PLACEHOLDER(const Scene *scene)
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ViewLayer *BKE_view_layer_add(Scene *scene, const char *name)
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{
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if (!name) {
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name = DATA_("Render Layer");
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name = DATA_("View Layer");
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}
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IDPropertyTemplate val = {0};
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ViewLayer *sl = MEM_callocN(sizeof(ViewLayer), "Scene Layer");
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sl->flag = VIEW_LAYER_RENDER | VIEW_LAYER_FREESTYLE;
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ViewLayer *view_layer = MEM_callocN(sizeof(ViewLayer), "View Layer");
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view_layer->flag = VIEW_LAYER_RENDER | VIEW_LAYER_FREESTYLE;
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sl->properties = IDP_New(IDP_GROUP, &val, ROOT_PROP);
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layer_engine_settings_init(sl->properties, false);
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view_layer->properties = IDP_New(IDP_GROUP, &val, ROOT_PROP);
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layer_engine_settings_init(view_layer->properties, false);
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BLI_addtail(&scene->view_layers, sl);
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BLI_addtail(&scene->view_layers, view_layer);
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/* unique name */
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BLI_strncpy_utf8(sl->name, name, sizeof(sl->name));
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BLI_uniquename(&scene->view_layers, sl, DATA_("ViewLayer"), '.', offsetof(ViewLayer, name), sizeof(sl->name));
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BLI_strncpy_utf8(view_layer->name, name, sizeof(view_layer->name));
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BLI_uniquename(&scene->view_layers, view_layer, DATA_("ViewLayer"), '.', offsetof(ViewLayer, name), sizeof(view_layer->name));
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SceneCollection *sc = BKE_collection_master(scene);
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layer_collection_add(sl, NULL, sc);
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layer_collection_add(view_layer, NULL, sc);
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/* Pure rendering pipeline settings. */
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sl->layflag = 0x7FFF; /* solid ztra halo edge strand */
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sl->passflag = SCE_PASS_COMBINED | SCE_PASS_Z;
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sl->pass_alpha_threshold = 0.5f;
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BKE_freestyle_config_init(&sl->freestyle_config);
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view_layer->layflag = 0x7FFF; /* solid ztra halo edge strand */
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view_layer->passflag = SCE_PASS_COMBINED | SCE_PASS_Z;
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view_layer->pass_alpha_threshold = 0.5f;
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BKE_freestyle_config_init(&view_layer->freestyle_config);
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return sl;
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return view_layer;
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}
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/**
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@ -1032,7 +1032,7 @@ void BKE_scene_init(Scene *sce)
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sce->layer_properties = IDP_New(IDP_GROUP, &val, ROOT_PROP);
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BKE_view_layer_engine_settings_create(sce->layer_properties);
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BKE_view_layer_add(sce, "Render Layer");
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BKE_view_layer_add(sce, "View Layer");
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}
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Scene *BKE_scene_add(Main *bmain, const char *name)
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