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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2018-07-05 20:18:43 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2018-07-06 21:22:03 +0300
commitaed09d43295de3dcba3d318345a4fd1396a16ea1 (patch)
tree6f77a630bd51ed454def58cacffb7bbb286db594 /intern
parent74fd17e9d788394fa5bf781bb3e60bca7617b22c (diff)
Cleanup: remove unused shader node compatibility flag.
No longer needed after Blender Internal removal and Eevee replacing the Cycles GLSL shading nodes.
Diffstat (limited to 'intern')
-rw-r--r--intern/cycles/blender/addon/version_update.py69
1 files changed, 15 insertions, 54 deletions
diff --git a/intern/cycles/blender/addon/version_update.py b/intern/cycles/blender/addon/version_update.py
index b6ace0e6b57..679c3e6a437 100644
--- a/intern/cycles/blender/addon/version_update.py
+++ b/intern/cycles/blender/addon/version_update.py
@@ -22,45 +22,6 @@ import math
from bpy.app.handlers import persistent
-def check_is_new_shading_ntree(node_tree):
- for node in node_tree.nodes:
- # If material has any node with ONLY new shading system
- # compatibility then it's considered a Cycles material
- # and versioning code would need to perform on it.
- #
- # We can not check for whether NEW_SHADING in compatibility
- # because some nodes could have compatibility with both old
- # and new shading system and they can't be used for any
- # decision here.
- if node.shading_compatibility == {'NEW_SHADING'}:
- return True
-
- # If node is only compatible with old shading system
- # then material can not be Cycles material and we
- # can stopiterating nodes now.
- if node.shading_compatibility == {'OLD_SHADING'}:
- return False
- return False
-
-
-def check_is_new_shading_material(material):
- if not material.node_tree:
- return False
- return check_is_new_shading_ntree(material.node_tree)
-
-
-def check_is_new_shading_world(world):
- if not world.node_tree:
- return False
- return check_is_new_shading_ntree(world.node_tree)
-
-
-def check_is_new_shading_light(light):
- if not light.node_tree:
- return False
- return check_is_new_shading_ntree(light.node_tree)
-
-
def foreach_notree_node(nodetree, callback, traversed):
if nodetree in traversed:
return
@@ -74,20 +35,20 @@ def foreach_notree_node(nodetree, callback, traversed):
def foreach_cycles_node(callback):
traversed = set()
for material in bpy.data.materials:
- if check_is_new_shading_material(material):
- foreach_notree_node(material.node_tree,
- callback,
- traversed)
+ if material.node_tree:
+ foreach_notree_node(material.node_tree,
+ callback,
+ traversed)
for world in bpy.data.worlds:
- if check_is_new_shading_world(world):
- foreach_notree_node(world.node_tree,
- callback,
- traversed)
+ if world.node_tree:
+ foreach_notree_node(world.node_tree,
+ callback,
+ traversed)
for light in bpy.data.lights:
- if check_is_new_shading_world(light):
- foreach_notree_node(light.node_tree,
- callback,
- traversed)
+ if light.node_tree:
+ foreach_notree_node(light.node_tree,
+ callback,
+ traversed)
def displacement_node_insert(material, nodetree, traversed):
@@ -128,7 +89,7 @@ def displacement_node_insert(material, nodetree, traversed):
def displacement_nodes_insert():
traversed = set()
for material in bpy.data.materials:
- if check_is_new_shading_material(material):
+ if material.node_tree:
displacement_node_insert(material, material.node_tree, traversed)
def displacement_principled_nodes(node):
@@ -186,7 +147,7 @@ def square_roughness_node_insert(material, nodetree, traversed):
def square_roughness_nodes_insert():
traversed = set()
for material in bpy.data.materials:
- if check_is_new_shading_material(material):
+ if material.node_tree:
square_roughness_node_insert(material, material.node_tree, traversed)
@@ -301,7 +262,7 @@ def ambient_occlusion_node_relink(material, nodetree, traversed):
def ambient_occlusion_nodes_relink():
traversed = set()
for material in bpy.data.materials:
- if check_is_new_shading_material(material):
+ if material.node_tree:
ambient_occlusion_node_relink(material, material.node_tree, traversed)