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)

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