Cleanup: redundant check for shader type

Pull Request: https://projects.blender.org/blender/blender/pulls/143784
This commit is contained in:
Habib Gahbiche
2025-08-01 13:38:54 +02:00
parent 4a36f5b2dc
commit 53380ed8b2
2 changed files with 1 additions and 4 deletions

View File

@@ -1456,7 +1456,7 @@ class CYCLES_OBJECT_PT_visibility_culling(CyclesButtonsPanel, Panel):
def panel_node_draw(layout, id_data, output_type, input_name):
from bpy_extras.node_utils import find_node_input
if not isinstance(id_data, bpy.types.World) and not id_data.use_nodes:
if output_type != 'OUTPUT_WORLD' and not id_data.use_nodes:
layout.operator("cycles.use_shading_nodes", icon='NODETREE')
return False

View File

@@ -99,9 +99,6 @@ class NODE_HT_header(Header):
if snode_id:
row = layout.row()
if snode.shader_type != 'WORLD':
row.prop(snode_id, "use_nodes")
if world and world.use_eevee_finite_volume:
row.operator("world.convert_volume_to_mesh", emboss=False, icon='WORLD', text="Convert Volume")