Cleanup: remove unused Material.pr_light
Also no need for 14 bytes of padding.
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@ -135,7 +135,6 @@ void BKE_material_init(Material *ma)
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ma->roughness = 0.25f;
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ma->pr_light = 3; /* two lights, is bits */
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ma->pr_type = MA_SPHERE;
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ma->preview = NULL;
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@ -1178,14 +1178,6 @@ void blo_do_versions_pre250(FileData *fd, Library *lib, Main *bmain)
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if (bmain->versionfile <= 233) {
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bScreen *sc;
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Material *ma = bmain->mat.first;
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/* Object *ob = bmain->object.first; */
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while (ma) {
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if (ma->pr_light == 0)
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ma->pr_light = 3;
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ma = ma->id.next;
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}
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for (sc = bmain->screen.first; sc; sc = sc->id.next) {
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ScrArea *sa;
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@ -134,7 +134,8 @@ typedef struct Material {
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/** Animation data (must be immediately after id for utilities to use it). */
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struct AnimData *adt;
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short flag, pad1[7];
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short flag;
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char _pad1[2];
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/* Colors from Blender Internal that we are still using. */
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float r, g, b, a;
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@ -146,13 +147,13 @@ typedef struct Material {
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float gloss_mir DNA_DEPRECATED;
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float roughness;
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float metallic;
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float pad4;
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char _pad0[2];
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/* Ror buttons and render. */
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/** For buttons and render. */
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char pr_type, use_nodes;
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short pr_light, pr_texture;
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short pr_texture;
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/* Index for render passes. */
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/** Index for render passes. */
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short index;
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struct bNodeTree *nodetree;
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@ -169,7 +170,7 @@ typedef struct Material {
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short paint_active_slot;
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short paint_clone_slot;
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short tot_slots;
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short pad2[3];
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char _pad2[2];
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/* Transparency. */
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float alpha_threshold;
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@ -177,7 +178,7 @@ typedef struct Material {
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char blend_method;
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char blend_shadow;
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char blend_flag;
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char pad3[5];
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char _pad3[1];
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/**
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* Cached slots for texture painting, must be refreshed in
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