Fix T95578: missing update when linking selected nodes

This removes a "narrow" update in `snode_autoconnect` in favor
of the more general update in `node_make_link_exec`.
This commit is contained in:
Jacques Lucke 2022-02-07 17:56:25 +01:00
parent 3cd686cae8
commit 2f868e5647
Notes: blender-bot 2023-02-14 11:18:07 +01:00
Referenced by issue #95578, No viewport update after connecting nodes with hotkey
1 changed files with 3 additions and 10 deletions

View File

@ -365,10 +365,7 @@ void sort_multi_input_socket_links(SpaceNode &snode,
}
}
static void snode_autoconnect(Main &bmain,
SpaceNode &snode,
const bool allow_multiple,
const bool replace)
static void snode_autoconnect(SpaceNode &snode, const bool allow_multiple, const bool replace)
{
bNodeTree *ntree = snode.edittree;
Vector<bNode *> sorted_nodes;
@ -441,10 +438,6 @@ static void snode_autoconnect(Main &bmain,
}
}
}
if (numlinks > 0) {
BKE_ntree_update_main_tree(&bmain, ntree, nullptr);
}
}
/** \} */
@ -1304,13 +1297,13 @@ static int node_make_link_exec(bContext *C, wmOperator *op)
ED_preview_kill_jobs(CTX_wm_manager(C), &bmain);
snode_autoconnect(bmain, snode, true, replace);
snode_autoconnect(snode, true, replace);
/* deselect sockets after linking */
node_deselect_all_input_sockets(snode, false);
node_deselect_all_output_sockets(snode, false);
ED_node_tree_propagate_change(C, CTX_data_main(C), snode.edittree);
ED_node_tree_propagate_change(C, &bmain, snode.edittree);
return OPERATOR_FINISHED;
}