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author | Hans Goudey <h.goudey@me.com> | 2022-01-11 01:42:50 +0300 |
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committer | Hans Goudey <h.goudey@me.com> | 2022-01-11 01:42:50 +0300 |
commit | 37b336a8af31e4280ccc752769336fcff87ed124 (patch) | |
tree | 4b0b953589dceca03421d3f719a8767976056702 /source/blender/editors/space_node/node_edit.cc | |
parent | f4af21038d82bba525dec4bfd291c43504607acf (diff) |
Cleanup: Remove unused "active ID" node flag
The value of this flag was only retrieved in `nodeGetActiveID`, which
wasn't used anywhere. Other than that, the `NODE_ACTIVE_ID` and
related functions seem to come from the Blender internal renderer.
Differential Revision: https://developer.blender.org/D13770
Diffstat (limited to 'source/blender/editors/space_node/node_edit.cc')
-rw-r--r-- | source/blender/editors/space_node/node_edit.cc | 5 |
1 files changed, 0 insertions, 5 deletions
diff --git a/source/blender/editors/space_node/node_edit.cc b/source/blender/editors/space_node/node_edit.cc index e83bfb43847..57ac6b2e9bf 100644 --- a/source/blender/editors/space_node/node_edit.cc +++ b/source/blender/editors/space_node/node_edit.cc @@ -661,11 +661,6 @@ void ED_node_set_active( /* tree specific activate calls */ if (ntree->type == NTREE_SHADER) { - /* when we select a material, active texture is cleared, for buttons */ - if (node->id && ELEM(GS(node->id->name), ID_MA, ID_LA, ID_WO)) { - nodeClearActiveID(ntree, ID_TE); - } - if (ELEM(node->type, SH_NODE_OUTPUT_MATERIAL, SH_NODE_OUTPUT_WORLD, |