Disconnect previous visual shader node connection before new connect
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@ -510,6 +510,17 @@ void VisualShaderEditor::_connection_request(const String &p_from, int p_from_in
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}
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undo_redo->create_action("Nodes Connected");
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List<VisualShader::Connection> conns;
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visual_shader->get_node_connections(type, &conns);
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for (List<VisualShader::Connection>::Element *E = conns.front(); E; E = E->next()) {
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if (E->get().to_node == to && E->get().to_port == p_to_index) {
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undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
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undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
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}
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}
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undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
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undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
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undo_redo->add_do_method(this, "_update_graph");
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