Merge branch 'master' into blender2.8
authorCampbell Barton <ideasman42@gmail.com>
Wed, 11 Jul 2018 09:44:04 +0000 (11:44 +0200)
committerCampbell Barton <ideasman42@gmail.com>
Wed, 11 Jul 2018 09:44:04 +0000 (11:44 +0200)
1  2 
source/blender/blenloader/intern/versioning_legacy.c

index 87fc61a8644e7a7ec6737147cfe7d9603370805d,3511aefc2a5675ca5070666e6dca87edeb2070b4..30bbec1f482e66cf34a34f7a7439477cb93fa2c5
@@@ -1107,35 -1597,58 +1107,8 @@@ void blo_do_versions_pre250(FileData *f
                }
        }
  
-       if (bmain->versionfile <= 231) {
-               /* new bit flags for showing/hiding grid floor and axes */
-               bScreen *sc = bmain->screen.first;
-               while (sc) {
-                       ScrArea *sa = sc->areabase.first;
-                       while (sa) {
-                               SpaceLink *sl = sa->spacedata.first;
-                               while (sl) {
-                                       if (sl->spacetype == SPACE_VIEW3D) {
-                                               View3D *v3d = (View3D*) sl;
-                                               if (v3d->gridflag == 0) {
-                                                       v3d->gridflag |= V3D_SHOW_X;
-                                                       v3d->gridflag |= V3D_SHOW_Y;
-                                                       v3d->gridflag |= V3D_SHOW_FLOOR;
-                                                       v3d->gridflag &= ~V3D_SHOW_Z;
-                                               }
-                                       }
-                                       sl = sl->next;
-                               }
-                               sa = sa->next;
-                       }
-                       sc = sc->id.next;
-               }
-       }
        if (bmain->versionfile <= 231) {
 -              Material *ma = bmain->mat.first;
                bScreen *sc = bmain->screen.first;
 -              Scene *sce;
 -              Lamp *la;
 -              World *wrld;
 -
 -              /* introduction of raytrace */
 -              while (ma) {
 -                      if (ma->fresnel_tra_i == 0.0f)
 -                              ma->fresnel_tra_i = 1.25f;
 -                      if (ma->fresnel_mir_i == 0.0f)
 -                              ma->fresnel_mir_i = 1.25f;
 -
 -                      ma->ang = 1.0;
 -                      ma->ray_depth = 2;
 -                      ma->ray_depth_tra = 2;
 -                      ma->fresnel_tra = 0.0;
 -                      ma->fresnel_mir = 0.0;
 -
 -                      ma = ma->id.next;
 -              }
 -              sce = bmain->scene.first;
 -              while (sce) {
 -                      if (sce->r.gauss == 0.0f)
 -                              sce->r.gauss = 1.0f;
 -                      sce = sce->id.next;
 -              }
 -              la = bmain->lamp.first;
 -              while (la) {
 -                      if (la->k == 0.0f) la->k = 1.0;
 -                      if (la->ray_samp == 0)
 -                              la->ray_samp = 1;
 -                      if (la->ray_sampy == 0)
 -                              la->ray_sampy = 1;
 -                      if (la->ray_sampz == 0)
 -                              la->ray_sampz = 1;
 -                      if (la->area_size == 0.0f)
 -                              la->area_size = 1.0f;
 -                      if (la->area_sizey == 0.0f)
 -                              la->area_sizey = 1.0f;
 -                      if (la->area_sizez == 0.0f)
 -                              la->area_sizez = 1.0f;
 -                      la = la->id.next;
 -              }
 -              wrld = bmain->world.first;
 -              while (wrld) {
 -                      if (wrld->range == 0.0f) {
 -                              wrld->range = 1.0f / wrld->exposure;
 -                      }
 -                      wrld = wrld->id.next;
 -              }
  
                /* new bit flags for showing/hiding grid floor and axes */