Commit: b5aef37c27f5fb2a4bb4227253f81d886ddd796c
Author: Lukas Tönne
Date:   Mon Feb 24 13:21:43 2014 +0100
https://developer.blender.org/rBb5aef37c27f5fb2a4bb4227253f81d886ddd796c

Fix T38798: Can get stuck in world nodes when switching from Cycles to
BI.

The shaderfrom setting in the node editor only makes sense for "new"
shading nodes (cycles), otherwise it should be ignored and default to
SNODE_SHADER_OBJECT.

===================================================================

M       source/blender/editors/space_node/space_node.c
M       source/blender/nodes/shader/node_shader_tree.c

===================================================================

diff --git a/source/blender/editors/space_node/space_node.c 
b/source/blender/editors/space_node/space_node.c
index ae6e09d..f7520d1 100644
--- a/source/blender/editors/space_node/space_node.c
+++ b/source/blender/editors/space_node/space_node.c
@@ -42,6 +42,7 @@
 
 #include "BKE_context.h"
 #include "BKE_library.h"
+#include "BKE_scene.h"
 #include "BKE_screen.h"
 #include "BKE_node.h"
 
@@ -383,11 +384,12 @@ static void node_init(struct wmWindowManager *UNUSED(wm), 
ScrArea *UNUSED(sa))
 
 }
 
-static void node_area_listener(bScreen *UNUSED(sc), ScrArea *sa, wmNotifier 
*wmn)
+static void node_area_listener(bScreen *sc, ScrArea *sa, wmNotifier *wmn)
 {
        /* note, ED_area_tag_refresh will re-execute compositor */
        SpaceNode *snode = sa->spacedata.first;
-       short shader_type = snode->shaderfrom;
+       /* shaderfrom is only used for new shading nodes, otherwise all shaders 
are from objects */
+       short shader_type = BKE_scene_use_new_shading_nodes(sc->scene) ? 
snode->shaderfrom : SNODE_SHADER_OBJECT;
 
        /* preview renders */
        switch (wmn->category) {
diff --git a/source/blender/nodes/shader/node_shader_tree.c 
b/source/blender/nodes/shader/node_shader_tree.c
index 2186eb7..53f97e0 100644
--- a/source/blender/nodes/shader/node_shader_tree.c
+++ b/source/blender/nodes/shader/node_shader_tree.c
@@ -79,7 +79,7 @@ static void shader_get_from_context(const bContext *C, 
bNodeTreeType *UNUSED(tre
        Scene *scene = CTX_data_scene(C);
        Object *ob = OBACT;
        
-       if (snode->shaderfrom == SNODE_SHADER_OBJECT) {
+       if (!BKE_scene_use_new_shading_nodes(scene) || snode->shaderfrom == 
SNODE_SHADER_OBJECT) {
                if (ob) {
                        *r_from = &ob->id;
                        if (ob->type == OB_LAMP) {

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