fix/workaround [#36694] Texture node groups tend to crash Blender a lot.
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@@ -93,9 +93,12 @@ static void group_copy_inputs(bNode *gnode, bNodeStack **in, bNodeStack *gstack)
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for (node = ngroup->nodes.first; node; node = node->next) {
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if (node->type == NODE_GROUP_INPUT) {
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for (sock = node->outputs.first, a = 0; sock; sock = sock->next, ++a) {
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ns = node_get_socket_stack(gstack, sock);
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if (ns)
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copy_stack(ns, in[a]);
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if (in[a]) { /* shouldn't need to check this [#36694] */
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ns = node_get_socket_stack(gstack, sock);
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if (ns) {
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copy_stack(ns, in[a]);
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}
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}
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}
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}
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}
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@@ -114,9 +117,12 @@ static void group_copy_outputs(bNode *gnode, bNodeStack **out, bNodeStack *gstac
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for (node = ngroup->nodes.first; node; node = node->next) {
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if (node->type == NODE_GROUP_OUTPUT && (node->flag & NODE_DO_OUTPUT)) {
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for (sock = node->inputs.first, a = 0; sock; sock = sock->next, ++a) {
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ns = node_get_socket_stack(gstack, sock);
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if (ns)
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copy_stack(out[a], ns);
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if (out[a]) { /* shouldn't need to check this [#36694] */
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ns = node_get_socket_stack(gstack, sock);
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if (ns) {
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copy_stack(out[a], ns);
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}
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}
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}
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break; /* only one active output node */
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}
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