Bugfix, irc reported
Node shaders, Texture Node, without input connected it did not default to use "orco" anymore. Was caused by commits that cleaned up render code.
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@@ -1154,6 +1154,10 @@ void ntreeShaderGetTexcoMode(bNodeTree *ntree, int r_mode, short *texco, int *mo
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if ELEM3(tex->type, TEX_IMAGE, TEX_PLUGIN, TEX_ENVMAP)
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*texco |= TEXCO_OSA|NEED_UV;
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}
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/* usability exception... without input we still give the node orcos */
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sock= node->inputs.first;
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if(sock==NULL || sock->link==NULL)
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*texco |= TEXCO_ORCO|NEED_UV;
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}
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else if(node->type==SH_NODE_GEOMETRY) {
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/* note; sockets always exist for the given type! */
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@@ -529,17 +529,17 @@ static void get_autosave_location(char buf[FILE_MAXDIR+FILE_MAXFILE])
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void BIF_read_autosavefile(void)
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{
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char tstr[FILE_MAXDIR+FILE_MAXFILE], scestr[FILE_MAXDIR];
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char tstr[FILE_MAX], scestr[FILE_MAX];
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int save_over;
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strcpy(scestr, G.sce); /* temporal store */
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BLI_strncpy(scestr, G.sce, FILE_MAX); /* temporal store */
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get_autosave_location(tstr);
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save_over = G.save_over;
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BKE_read_file(tstr, NULL);
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G.save_over = save_over;
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strcpy(G.sce, scestr);
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BLI_strncpy(G.sce, scestr, FILE_MAX);
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}
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/* free strings of open recent files */
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