Cleanup: Remove unused lay_updated
Is no longer used, having it around was more of a confusion than anything else.
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@ -6244,7 +6244,6 @@ static void direct_link_scene(FileData *fd, Scene *sce)
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sce->depsgraph_hash = NULL;
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sce->fps_info = NULL;
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sce->customdata_mask_modal = 0;
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sce->lay_updated = 0;
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BKE_sound_create_scene(sce);
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@ -734,24 +734,11 @@ static void render_endjob(void *rjv)
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/* Finally unlock the user interface (if it was locked). */
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if (rj->interface_locked) {
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Scene *scene;
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/* Interface was locked, so window manager couldn't have been changed
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* and using one from Global will unlock exactly the same manager as
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* was locked before running the job.
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*/
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WM_set_locked_interface(G_MAIN->wm.first, false);
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/* We've freed all the derived caches before rendering, which is
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* effectively the same as if we re-loaded the file.
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*
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* So let's not try being smart here and just reset all updated
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* scene layers and use generic DAG_on_visible_update.
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*/
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for (scene = G_MAIN->scene.first; scene; scene = scene->id.next) {
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scene->lay_updated = 0;
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}
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DEG_on_visible_update(G_MAIN, false);
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}
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}
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@ -1490,7 +1490,7 @@ typedef struct Scene {
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unsigned int lay; /* bitflags for layer visibility */
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int layact; /* active layer */
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unsigned int lay_updated; /* runtime flag, has layer ever been updated since load? */
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unsigned int pad1;
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short flag; /* various settings */
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