Cleanup: add missing use_nodes in default materials with nodetrees
This didn't break anything, but could in the future.
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@ -1608,6 +1608,7 @@ static void material_default_surface_init(Material *ma)
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{
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bNodeTree *ntree = ntreeAddTree(NULL, "Shader Nodetree", ntreeType_Shader->idname);
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ma->nodetree = ntree;
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ma->use_nodes = true;
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bNode *principled = nodeAddStaticNode(NULL, ntree, SH_NODE_BSDF_PRINCIPLED);
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bNodeSocket *base_color = nodeFindSocket(principled, SOCK_IN, "Base Color");
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@ -1633,6 +1634,7 @@ static void material_default_volume_init(Material *ma)
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{
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bNodeTree *ntree = ntreeAddTree(NULL, "Shader Nodetree", ntreeType_Shader->idname);
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ma->nodetree = ntree;
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ma->use_nodes = true;
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bNode *principled = nodeAddStaticNode(NULL, ntree, SH_NODE_VOLUME_PRINCIPLED);
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bNode *output = nodeAddStaticNode(NULL, ntree, SH_NODE_OUTPUT_MATERIAL);
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