Cycles: reduce number of synchronizing object prints.
Do it only for meshes/curves since those are potentially slow and need user feedback to see things are not stuck. For object instances and lights assume it's fast enough. Printing too much can have a performance impact on slow Windows command prompt or when logging complex scene renders.
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@ -1039,6 +1039,8 @@ Mesh *BlenderSync::sync_mesh(BL::Depsgraph& b_depsgraph,
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if(mesh_synced.find(mesh) != mesh_synced.end())
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return mesh;
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progress.set_sync_status("Synchronizing object", b_ob.name());
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mesh_synced.insert(mesh);
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/* create derived mesh */
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@ -544,8 +544,6 @@ void BlenderSync::sync_objects(BL::Depsgraph& b_depsgraph, float motion_time)
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BL::DepsgraphObjectInstance b_instance = *b_instance_iter;
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BL::Object b_ob = b_instance.object();
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progress.set_sync_status("Synchronizing object", b_ob.name());
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/* load per-object culling data */
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culling.init_object(scene, b_ob);
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