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authorThomas Dinges <blender@dingto.org>2012-01-06 05:31:36 +0400
committerThomas Dinges <blender@dingto.org>2012-01-06 05:31:36 +0400
commitdd858d6cd9fb39363426a7547b36c1821d4b9c0d (patch)
tree61c64573bd73010a573aa0890afe1a0062ad7124 /release
parentf983fe709d9f4ce01d02e76e689a94eb18188132 (diff)
Cycles / Nodes:
* Make it possible to add a new material from the Node header, if no material exists in the (active) material slot.
Diffstat (limited to 'release')
-rw-r--r--release/scripts/startup/bl_ui/space_node.py3
1 files changed, 3 insertions, 0 deletions
diff --git a/release/scripts/startup/bl_ui/space_node.py b/release/scripts/startup/bl_ui/space_node.py
index 318ba8eab8a..4bd0b22779e 100644
--- a/release/scripts/startup/bl_ui/space_node.py
+++ b/release/scripts/startup/bl_ui/space_node.py
@@ -28,6 +28,7 @@ class NODE_HT_header(Header):
layout = self.layout
scene = context.scene
+ ob = context.object
snode = context.space_data
snode_id = snode.id
id_from = snode.id_from
@@ -50,6 +51,8 @@ class NODE_HT_header(Header):
if not scene.render.use_shading_nodes or snode.shader_type == 'OBJECT':
if id_from:
layout.template_ID(id_from, "active_material", new="material.new")
+ else:
+ layout.template_ID(ob, "active_material", new="material.new")
if snode_id:
layout.prop(snode_id, "use_nodes")