Damn! Commit for render passes in wrong dir....
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@@ -370,6 +370,8 @@ void node_composit_default(Scene *sce)
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nodeAddLink(sce->nodetree, in, fromsock, out, tosock);
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ntreeSolveOrder(sce->nodetree); /* needed for pointers */
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ntreeCompositForceHidden(sce->nodetree);
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}
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/* Here we set the active tree(s), even called for each redraw now, so keep it fast :) */
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@@ -395,6 +397,11 @@ void snode_set_context(SpaceNode *snode)
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else if(snode->treetype==NTREE_COMPOSIT) {
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snode->from= NULL;
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snode->id= &G.scene->id;
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/* bit clumsy but reliable way to see if we draw first time */
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if(snode->nodetree==NULL)
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ntreeCompositForceHidden(G.scene->nodetree);
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snode->nodetree= G.scene->nodetree;
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}
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@@ -816,7 +823,7 @@ static int find_indicated_socket(SpaceNode *snode, bNode **nodep, bNodeSocket **
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for(node= snode->edittree->nodes.first; node; node= node->next) {
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if(in_out & SOCK_IN) {
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for(sock= node->inputs.first; sock; sock= sock->next) {
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if(!(sock->flag & SOCK_HIDDEN)) {
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if(!(sock->flag & (SOCK_HIDDEN|SOCK_UNAVAIL))) {
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if(BLI_in_rctf(&rect, sock->locx, sock->locy)) {
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if(node == visible_node(snode, &rect)) {
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*nodep= node;
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@@ -829,7 +836,7 @@ static int find_indicated_socket(SpaceNode *snode, bNode **nodep, bNodeSocket **
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}
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if(in_out & SOCK_OUT) {
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for(sock= node->outputs.first; sock; sock= sock->next) {
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if(!(sock->flag & SOCK_HIDDEN)) {
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if(!(sock->flag & (SOCK_HIDDEN|SOCK_UNAVAIL))) {
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if(BLI_in_rctf(&rect, sock->locx, sock->locy)) {
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if(node == visible_node(snode, &rect)) {
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*nodep= node;
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@@ -1411,6 +1418,10 @@ bNode *node_add_node(SpaceNode *snode, int type, float locx, float locy)
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if(node->id)
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id_us_plus(node->id);
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if(snode->nodetree->type==NTREE_COMPOSIT)
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ntreeCompositForceHidden(G.scene->nodetree);
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}
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return node;
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}
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