Cleanup: redundant check for shader type
Pull Request: https://projects.blender.org/blender/blender/pulls/143784
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@@ -1456,7 +1456,7 @@ class CYCLES_OBJECT_PT_visibility_culling(CyclesButtonsPanel, Panel):
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def panel_node_draw(layout, id_data, output_type, input_name):
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from bpy_extras.node_utils import find_node_input
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if not isinstance(id_data, bpy.types.World) and not id_data.use_nodes:
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if output_type != 'OUTPUT_WORLD' and not id_data.use_nodes:
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layout.operator("cycles.use_shading_nodes", icon='NODETREE')
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return False
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@@ -99,9 +99,6 @@ class NODE_HT_header(Header):
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if snode_id:
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row = layout.row()
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if snode.shader_type != 'WORLD':
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row.prop(snode_id, "use_nodes")
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if world and world.use_eevee_finite_volume:
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row.operator("world.convert_volume_to_mesh", emboss=False, icon='WORLD', text="Convert Volume")
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