The rendering device is now set in User Preferences > System, where you can
choose between OpenCL/CUDA and devices. Per scene you can then still choose
to use CPU or GPU rendering.
Load balancing still needs to be improved, now it just splits the entire
render in two, that will be done in a separate commit.
lower than 1.3, since we're not officially supporting these. We're already not
providing CUDA binaries for these, so better make it clear when compiling from
source too.
* Passes renamed to samples
* Camera lens radius renamed to aperature size/blades/rotation
* Glass and fresnel nodes input is now index of refraction
* Glossy and velvet fresnel socket removed
* Mix/add closure node renamed to mix/add shader node
* Blend weight node added for shader mixing weights
There is some version patching code for reading existing files, but it's not
perfect, so shaders may work a bit different.
* Add alpha pass output, to use set Transparent option in Film panel.
* Add Holdout closure (OSL terminology), this is like the Sky option in the
internal renderer, objects with this closure show the background / zero
alpha.
* Add option to use Gaussian instead of Box pixel filter in the UI.
* Remove camera response curves for now, they don't really belong here in
the pipeline, should be moved to compositor.
* Output full float values for rendering now, previously was only byte precision.
* Add a patch from Thomas to get a preview passes option, but still disabled
because it isn't quite working right yet.
* CUDA: don't compile shader graph evaluation inline.
* Convert tabs to spaces in python files.
* auto/fixed threads option is used now, patch by Thomas.
* remove unused CUDA_LIBRARIES, library is dynamically loaded
* fix mesh XML export operator for API update