Merge pull request #84969 from alesliehughes/shader_refactor

VisualShader: Refactor use of Connection
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Rémi Verschelde 2023-12-12 00:18:07 +01:00
commit 4450ae98b9
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@ -962,12 +962,13 @@ void VisualShader::remove_node(Type p_type, int p_id) {
for (List<Connection>::Element *E = g->connections.front(); E;) { for (List<Connection>::Element *E = g->connections.front(); E;) {
List<Connection>::Element *N = E->next(); List<Connection>::Element *N = E->next();
if (E->get().from_node == p_id || E->get().to_node == p_id) { const VisualShader::Connection &connection = E->get();
if (E->get().from_node == p_id) { if (connection.from_node == p_id || connection.to_node == p_id) {
g->nodes[E->get().to_node].prev_connected_nodes.erase(p_id); if (connection.from_node == p_id) {
g->nodes[E->get().to_node].node->set_input_port_connected(E->get().to_port, false); g->nodes[connection.to_node].prev_connected_nodes.erase(p_id);
} else if (E->get().to_node == p_id) { g->nodes[connection.to_node].node->set_input_port_connected(connection.to_port, false);
g->nodes[E->get().from_node].next_connected_nodes.erase(p_id); } else if (connection.to_node == p_id) {
g->nodes[connection.from_node].next_connected_nodes.erase(p_id);
} }
g->connections.erase(E); g->connections.erase(E);
} }