Fix visual shader connection regression
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1 changed files with 1 additions and 1 deletions
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@ -621,7 +621,7 @@ void VisualShaderGraphPlugin::connect_nodes(VisualShader::Type p_type, int p_fro
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void VisualShaderGraphPlugin::disconnect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
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if (visual_shader->get_shader_type() == p_type) {
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VisualShaderEditor::get_singleton()->graph->disconnect_node(itos(p_from_node), p_from_port, itos(p_to_node), p_to_port);
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if (links[p_to_node].input_ports.has(p_to_port) && links[p_to_node].input_ports[p_to_port].default_input_button != nullptr) {
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if (links[p_to_node].input_ports.has(p_to_port) && links[p_to_node].input_ports[p_to_port].default_input_button != nullptr && links[p_to_node].visual_node->get_input_port_default_value(p_to_port).get_type() != Variant::NIL) {
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links[p_to_node].input_ports[p_to_port].default_input_button->show();
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set_input_port_default_value(p_type, p_to_node, p_to_port, links[p_to_node].visual_node->get_input_port_default_value(p_to_port));
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}
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