Revision: 60542 http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=60542 Author: lukastoenne Date: 2013-10-04 08:27:54 +0000 (Fri, 04 Oct 2013) Log Message: ----------- Fix #36939, Objects with nodes appear in gray in viewport, using Solid shade, and the Blender Engine (or Game Engine). The "active ID node" concept has become slightly more complex with pynodes. To find the active material or other ID links in a node tree recursively requires a hash key based on the "parent" tree of the current node group. To avoid returning NULL in case this key is not yet initialized (i.e. ID node has not been activated yet), just accept 0 key as well for the base node tree.
Modified Paths: -------------- trunk/blender/source/blender/blenkernel/intern/node.c Modified: trunk/blender/source/blender/blenkernel/intern/node.c =================================================================== --- trunk/blender/source/blender/blenkernel/intern/node.c 2013-10-04 05:53:02 UTC (rev 60541) +++ trunk/blender/source/blender/blenkernel/intern/node.c 2013-10-04 08:27:54 UTC (rev 60542) @@ -2321,7 +2321,7 @@ static bNode *node_get_active_id_recursive(bNodeInstanceKey active_key, bNodeInstanceKey parent_key, bNodeTree *ntree, short idtype) { - if (parent_key.value == active_key.value) { + if (parent_key.value == active_key.value || active_key.value == 0) { bNode *node; for (node = ntree->nodes.first; node; node = node->next) if (node->id && GS(node->id->name) == idtype) _______________________________________________ Bf-blender-cvs mailing list Bf-blender-cvs@blender.org http://lists.blender.org/mailman/listinfo/bf-blender-cvs