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source/blender/blenloader/intern/versioning_280.c
| Show First 20 Lines • Show All 186 Lines • ▼ Show 20 Lines | for (Scene *scene = main->scene.first; scene; scene = scene->id.next) { | ||||
| } | } | ||||
| scene->active_layer = 0; | scene->active_layer = 0; | ||||
| if (!BKE_scene_uses_blender_game(scene)) { | if (!BKE_scene_uses_blender_game(scene)) { | ||||
| for (SceneRenderLayer *srl = scene->r.layers.first; srl; srl = srl->next) { | for (SceneRenderLayer *srl = scene->r.layers.first; srl; srl = srl->next) { | ||||
| SceneLayer *sl = BKE_scene_layer_add(scene, srl->name); | SceneLayer *sl = BKE_scene_layer_add(scene, srl->name); | ||||
| BKE_scene_layer_engine_set(sl, scene->r.engine); | |||||
| if (srl->mat_override) { | if (srl->mat_override) { | ||||
| BKE_collection_override_datablock_add((LayerCollection *)sl->layer_collections.first, "material", (ID *)srl->mat_override); | BKE_collection_override_datablock_add((LayerCollection *)sl->layer_collections.first, "material", (ID *)srl->mat_override); | ||||
| } | } | ||||
| if (srl->light_override && BKE_scene_uses_blender_internal(scene)) { | if (srl->light_override && BKE_scene_uses_blender_internal(scene)) { | ||||
| /* not sure how we handle this, pending until we design the override system */ | /* not sure how we handle this, pending until we design the override system */ | ||||
| TODO_LAYER_OVERRIDE; | TODO_LAYER_OVERRIDE; | ||||
| ▲ Show 20 Lines • Show All 290 Lines • ▼ Show 20 Lines | if (error & NTREE_DOVERSION_NEED_OUTPUT) { | ||||
| printf("You need to connect Principled and Eevee Specular shader nodes to new material output nodes.\n"); | printf("You need to connect Principled and Eevee Specular shader nodes to new material output nodes.\n"); | ||||
| } | } | ||||
| if (error & NTREE_DOVERSION_TRANSPARENCY_EMISSION) { | if (error & NTREE_DOVERSION_TRANSPARENCY_EMISSION) { | ||||
| BKE_report(fd->reports, RPT_ERROR, "Eevee material conversion problem. Error in console"); | BKE_report(fd->reports, RPT_ERROR, "Eevee material conversion problem. Error in console"); | ||||
| printf("You need to combine transparency and emission shaders to the converted Principled shader nodes.\n"); | printf("You need to combine transparency and emission shaders to the converted Principled shader nodes.\n"); | ||||
| } | } | ||||
| } | } | ||||
| { | |||||
| if (!DNA_struct_elem_find(fd->filesdna, "WorkSpace", "char", "engine")) { | |||||
| for (WorkSpace *workspace = main->workspaces.first; workspace; workspace = workspace->id.next) { | |||||
| BKE_workspace_engine_set(workspace, RE_engine_id_BLENDER_EEVEE); | |||||
| } | |||||
| } | |||||
| } | |||||
| } | } | ||||