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authorBastien Montagne <montagne29@wanadoo.fr>2019-08-22 17:00:59 +0300
committerBastien Montagne <montagne29@wanadoo.fr>2019-08-22 17:07:36 +0300
commite6f3d8b3e1158ebdc89ceae1de5ce7bc5c420f51 (patch)
tree197389a2268b472a19119fa3faf1f9ab1223240a /source/blender/editors/space_node/node_edit.c
parenteae9b86297876d2172681e880fe2bcc8450a01ed (diff)
Revert "Fix T68971: Copy As New Driver from Material node creates a bad reference."
This reverts commits 54fd8176d7e91, 4c5becb6b1 and 8f578150e. Those kind of commits must be reviewed and approved by project owners. That one: * Broke Collada building by not properly updating all calls to modified function. * Broke *whole* ID management by not properly updating library_query.c. And in general, I am strongly against backward ID pointers, those are *always* a serious PITA for ID management. Sometimes they cannot be avoided, but in general other ways to get that kind of info should be investigated first.
Diffstat (limited to 'source/blender/editors/space_node/node_edit.c')
-rw-r--r--source/blender/editors/space_node/node_edit.c6
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/editors/space_node/node_edit.c b/source/blender/editors/space_node/node_edit.c
index 46dfa65e73c..d31256a1425 100644
--- a/source/blender/editors/space_node/node_edit.c
+++ b/source/blender/editors/space_node/node_edit.c
@@ -448,7 +448,7 @@ void ED_node_shader_default(const bContext *C, ID *id)
int output_type, shader_type;
float color[4] = {0.0f, 0.0f, 0.0f, 1.0f}, strength = 1.0f;
- ntree = ntreeAddTree(NULL, "Shader Nodetree", ntreeType_Shader->idname, id);
+ ntree = ntreeAddTree(NULL, "Shader Nodetree", ntreeType_Shader->idname);
switch (GS(id->name)) {
case ID_MA: {
@@ -534,7 +534,7 @@ void ED_node_composit_default(const bContext *C, struct Scene *sce)
return;
}
- sce->nodetree = ntreeAddTree(NULL, "Compositing Nodetree", ntreeType_Composite->idname, &sce->id);
+ sce->nodetree = ntreeAddTree(NULL, "Compositing Nodetree", ntreeType_Composite->idname);
sce->nodetree->chunksize = 256;
sce->nodetree->edit_quality = NTREE_QUALITY_HIGH;
@@ -572,7 +572,7 @@ void ED_node_texture_default(const bContext *C, Tex *tx)
return;
}
- tx->nodetree = ntreeAddTree(NULL, "Texture Nodetree", ntreeType_Texture->idname, &tx->id);
+ tx->nodetree = ntreeAddTree(NULL, "Texture Nodetree", ntreeType_Texture->idname);
out = nodeAddStaticNode(C, tx->nodetree, TEX_NODE_OUTPUT);
out->locx = 300.0f;