[Bf-blender-cvs] [4542504] master: better fix for fix T42525 (tm)
Antony Riakiotakis
noreply at git.blender.org
Thu Nov 6 18:07:28 CET 2014
Commit: 4542504162a2962188e708e8b7dab609bddc0865
Author: Antony Riakiotakis
Date: Thu Nov 6 17:55:55 2014 +0100
Branches: master
https://developer.blender.org/rB4542504162a2962188e708e8b7dab609bddc0865
better fix for fix T42525 (tm)
Looks like material node trees are stored directly in the material. The
reason I thought this was fixed was because my test file didn't connect
the lamp data node in the rest of the tree.
Thanks to Campbell for catching this :)
===================================================================
M source/blender/blenkernel/intern/object.c
===================================================================
diff --git a/source/blender/blenkernel/intern/object.c b/source/blender/blenkernel/intern/object.c
index b910e11..96c5944 100644
--- a/source/blender/blenkernel/intern/object.c
+++ b/source/blender/blenkernel/intern/object.c
@@ -96,6 +96,7 @@
#include "BKE_editmesh.h"
#include "BKE_mball.h"
#include "BKE_modifier.h"
+#include "BKE_node.h"
#include "BKE_object.h"
#include "BKE_paint.h"
#include "BKE_particle.h"
@@ -436,7 +437,6 @@ void BKE_object_unlink(Object *ob)
SceneRenderLayer *srl;
FreestyleLineSet *lineset;
bNodeTree *ntree;
- bNode *node;
Curve *cu;
Tex *tex;
Group *group;
@@ -638,17 +638,22 @@ void BKE_object_unlink(Object *ob)
}
/* materials */
- mat = bmain->mat.first;
- while (mat) {
-
+ for (mat = bmain->mat.first; mat; mat = mat->id.next) {
+ if (mat->nodetree) {
+ ntreeSwitchID(mat->nodetree, &ob->id, NULL);
+ }
for (a = 0; a < MAX_MTEX; a++) {
if (mat->mtex[a] && ob == mat->mtex[a]->object) {
/* actually, test for lib here... to do */
mat->mtex[a]->object = NULL;
}
}
+ }
- mat = mat->id.next;
+ /* node trees */
+ for (ntree = bmain->nodetree.first; ntree; ntree = ntree->id.next) {
+ if (ntree->type == NTREE_SHADER)
+ ntreeSwitchID(ntree, &ob->id, NULL);
}
/* textures */
@@ -813,15 +818,6 @@ void BKE_object_unlink(Object *ob)
}
camera = camera->id.next;
}
-
- /* nodes */
- for (ntree = bmain->nodetree.first; ntree; ntree = ntree->id.next) {
- for (node = ntree->nodes.first; node; node = node->next) {
- if (node->id == &ob->id) {
- node->id = NULL;
- }
- }
- }
}
/* actual check for internal data, not context or flags */
More information about the Bf-blender-cvs
mailing list