Cleanup: remove BLENDER_EEVEE checks
Since the engine has been removed there is no need to check for it.
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@@ -36,7 +36,7 @@ def cycles_shader_nodes_poll(context):
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def eevee_shader_nodes_poll(context):
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return context.engine in {'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT'}
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return context.engine == 'BLENDER_EEVEE_NEXT'
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def object_cycles_shader_nodes_poll(context):
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@@ -134,7 +134,7 @@ class DATA_PT_lens(CameraButtonsPanel, Panel):
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sub = col.column(align=True)
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sub.prop(cam, "central_cylindrical_radius", text="Cylinder radius")
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elif engine in {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT', 'BLENDER_WORKBENCH'}:
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elif engine in {'BLENDER_RENDER', 'BLENDER_EEVEE_NEXT', 'BLENDER_WORKBENCH'}:
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if cam.lens_unit == 'MILLIMETERS':
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col.prop(cam, "lens")
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elif cam.lens_unit == 'FOV':
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@@ -193,9 +193,6 @@ class ViewLayerCryptomattePanelHelper(ViewLayerButtonsPanel):
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))
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col.prop(view_layer, "pass_cryptomatte_depth", text="Levels")
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if context.engine == 'BLENDER_EEVEE':
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col.prop(view_layer, "use_pass_cryptomatte_accurate", text="Accurate Mode")
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class VIEWLAYER_PT_layer_passes_cryptomatte(ViewLayerCryptomattePanelHelper, Panel):
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bl_parent_id = "VIEWLAYER_PT_layer_passes"
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@@ -63,8 +63,7 @@ class NODE_HT_header(Header):
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NODE_MT_editor_menus.draw_collapsible(context, layout)
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# No shader nodes for EEVEE lights.
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if snode_id and not (context.engine == 'BLENDER_EEVEE' and ob_type == 'LIGHT'):
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if snode_id:
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row = layout.row()
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row.prop(snode_id, "use_nodes")
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@@ -6430,7 +6430,7 @@ class VIEW3D_PT_shading_lighting(Panel):
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return True
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if shading.type == 'RENDERED':
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engine = context.scene.render.engine
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if engine in {'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT'}:
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if engine == 'BLENDER_EEVEE_NEXT':
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return True
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return False
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