Fix T87171: Update multi input socket indices
When inserting a node on top of a link, the multi input socket indices weren't updated. This fixes that and keeps the relative order of the links the same. Author: Wannes Malfait Reviewed By: Fabian Schempp Differential Revision: https://developer.blender.org/D10969
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blender-bot
2023-02-14 08:35:51 +01:00
Referenced by issue #87419, Incorrect link order after inserting node before multi-input-socket. Referenced by issue #87171, Splicing a Join Geometry node will adopt the multi-input connection position from the following socket
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Subproject commit 5523cbaed60719960f5f7b2486925145ecbe81e5
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Subproject commit 2ffe34eb02a81fb7023bd7dbfb8651865cb33921
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@ -2260,7 +2260,12 @@ void ED_node_link_insert(Main *bmain, ScrArea *area)
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node_remove_extra_links(snode, link);
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link->flag &= ~NODE_LINKFLAG_HILITE;
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nodeAddLink(snode->edittree, select, best_output, node, sockto);
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bNodeLink *new_link = nodeAddLink(snode->edittree, select, best_output, node, sockto);
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/* Copy the socket index for the new link, and reset it for the old link. This way the
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* relative order of links is preserved, and the links get drawn in the right place. */
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new_link->multi_input_socket_index = link->multi_input_socket_index;
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link->multi_input_socket_index = 0;
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/* set up insert offset data, it needs stuff from here */
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if ((snode->flag & SNODE_SKIP_INSOFFSET) == 0) {
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@ -2277,8 +2282,6 @@ void ED_node_link_insert(Main *bmain, ScrArea *area)
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snode_update(snode, select);
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ED_node_tag_update_id((ID *)snode->edittree);
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ED_node_tag_update_id(snode->id);
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sort_multi_input_socket_links(snode, node, NULL, NULL);
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}
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}
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}
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Subproject commit f1db70de64574921180b2c99519027d44d5350fc
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Subproject commit f99d29ae3e6ad44d45d79309454c45f8088781a4
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