Used to be https://archive.blender.org/developer/D17123. Internally these are already using the same code path anyways, there's no point in maintaining two distinct nodes. The obvious approach would be to add Anisotropy controls to the Glossy BSDF node and remove the Anisotropic BSDF node. However, that would break forward compability, since older Blender versions don't know how to handle the Anisotropy input on the Glossy BSDF node. Therefore, this commit technically removes the Glossy BSDF node, uses versioning to replace them with an Anisotropic BSDF node, and renames that node to "Glossy BSDF". That way, when you open a new file in an older version, all the nodes show up as Anisotropic BSDF nodes and render correctly. This is a bit ugly internally since we need to preserve the old `idname` which now no longer matches the UI name, but that's not too bad. Also removes the "Sharp" distribution option and replaces it with GGX, sets Roughness to zero and disconnects any input to the Roughness socket. Pull Request: blender/blender#104445