feat: GPU rendering + material matching + perf improvements
- GPU: fix Cycles device activation order — set compute_device_type BEFORE engine init, re-set AFTER open_mainfile wipes preferences - GPU: remove _mark_sharp_and_seams edit-mode loop (redundant with Blender 5.0 shade_smooth_by_angle), saves ~200s/render on 175 parts - Material: fix _AFN suffix mismatch — build AF-stripped mat_map keys and add prefix fallback in _apply_material_library (blender_render.py) - Material: production GLB now uses get_material_library_path() which checks active AssetLibrary instead of empty legacy system setting - Admin: RenderTemplateTable multi-select output types (M2M frontend) - Admin: MaterialLibraryPanel replaced with link to Asset Libraries - UX: move Toaster to top-left to avoid dispatch button overlap - SQLAlchemy: add .unique() to all RenderTemplate M2M collection queries - Logging: flush=True on all Blender progress prints, stdout reconfigure Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -34,5 +34,9 @@ celery_app.conf.update(
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"task": "app.tasks.beat_tasks.broadcast_queue_status",
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"schedule": 10.0, # every 10 seconds
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},
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"recover-stuck-cad-files-every-5m": {
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"task": "app.tasks.beat_tasks.recover_stuck_cad_files",
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"schedule": 300.0, # every 5 minutes
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},
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},
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)
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