Fix connection lines glitch in visual shaders
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93e7eb0ddb
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@ -351,7 +351,6 @@ void VisualShaderEditor::_update_graph() {
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Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, nodes[n_i]);
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Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, nodes[n_i]);
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GraphNode *node = memnew(GraphNode);
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GraphNode *node = memnew(GraphNode);
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graph->add_child(node);
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/*if (!vsnode->is_connected("changed", this, "_node_changed")) {
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/*if (!vsnode->is_connected("changed", this, "_node_changed")) {
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vsnode->connect("changed", this, "_node_changed", varray(vsnode->get_instance_id()), CONNECT_DEFERRED);
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vsnode->connect("changed", this, "_node_changed", varray(vsnode->get_instance_id()), CONNECT_DEFERRED);
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@ -374,6 +373,8 @@ void VisualShaderEditor::_update_graph() {
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Ref<VisualShaderNodeUniform> uniform = vsnode;
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Ref<VisualShaderNodeUniform> uniform = vsnode;
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if (uniform.is_valid()) {
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if (uniform.is_valid()) {
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graph->add_child(node);
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LineEdit *uniform_name = memnew(LineEdit);
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LineEdit *uniform_name = memnew(LineEdit);
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uniform_name->set_text(uniform->get_uniform_name());
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uniform_name->set_text(uniform->get_uniform_name());
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node->add_child(uniform_name);
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node->add_child(uniform_name);
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@ -537,6 +538,10 @@ void VisualShaderEditor::_update_graph() {
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error_label->set_text(error);
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error_label->set_text(error);
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node->add_child(error_label);
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node->add_child(error_label);
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}
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}
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if (!uniform.is_valid()) {
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graph->add_child(node);
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}
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}
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}
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for (List<VisualShader::Connection>::Element *E = connections.front(); E; E = E->next()) {
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for (List<VisualShader::Connection>::Element *E = connections.front(); E; E = E->next()) {
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