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authorHans Goudey <h.goudey@me.com>2022-01-11 01:42:50 +0300
committerHans Goudey <h.goudey@me.com>2022-01-11 01:42:50 +0300
commit37b336a8af31e4280ccc752769336fcff87ed124 (patch)
tree4b0b953589dceca03421d3f719a8767976056702 /source/blender/editors/space_node/node_edit.cc
parentf4af21038d82bba525dec4bfd291c43504607acf (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.cc5
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,