Cleanup: Move scene.c to C++
This is meant to allow using C++ data structures in this file as a performance improvement. Particularly `Vector` instead of `ListBase` for `duplilist`. This change builds and passes tests on all platforms on the buildbot.
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@ -515,7 +515,7 @@ void BKE_main_id_flag_listbase(struct ListBase *lb, int flag, bool value);
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void BKE_main_id_flag_all(struct Main *bmain, int flag, bool value);
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/**
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* Next to indirect usage in `readfile.c/writefile.c` also in `editobject.c`, `scene.c`.
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* Next to indirect usage in `readfile.c/writefile.c` also in `editobject.c`, `scene.cc`.
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*/
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void BKE_main_id_newptr_and_tag_clear(struct Main *bmain);
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@ -247,7 +247,7 @@ set(SRC
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intern/preferences.c
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intern/report.c
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intern/rigidbody.c
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intern/scene.c
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intern/scene.cc
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intern/screen.c
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intern/shader_fx.c
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intern/shrinkwrap.c
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File diff suppressed because it is too large
Load Diff
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@ -1990,7 +1990,7 @@ enum {
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/* sequencer seq_prev_type seq_rend_type */
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/** #RenderData.engine (scene.c) */
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/** #RenderData.engine (scene.cc) */
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extern const char *RE_engine_id_BLENDER_EEVEE;
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extern const char *RE_engine_id_BLENDER_WORKBENCH;
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extern const char *RE_engine_id_CYCLES;
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@ -402,7 +402,7 @@ RenderResult *render_result_new(Render *re,
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render_layer_add_pass(rr, rl, 4, RE_PASSNAME_COMBINED, view, "RGBA", false);
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}
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/* NOTE: this has to be in sync with `scene.c`. */
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/* NOTE: this has to be in sync with `scene.cc`. */
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rl->layflag = SCE_LAY_FLAG_DEFAULT;
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rl->passflag = SCE_PASS_COMBINED;
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