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https://github.com/Relintai/broken_seals.git
synced 2024-11-13 20:47:19 +01:00
Don't connect to the MMnode's changed event in mm_graph_node as it's not needed. Also set ignore changes when a texture is changed.
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@ -542,7 +542,7 @@ func set_node(material : MMMateial, node : MMNode) -> void:
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offset = _node.get_graph_position()
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offset = _node.get_graph_position()
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_node.connect("changed", self, "on_node_changed")
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#_node.connect("changed", self, "on_node_changed")
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func propagate_node_change() -> void:
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func propagate_node_change() -> void:
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pass
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pass
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@ -551,18 +551,17 @@ func on_offset_changed():
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if _node:
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if _node:
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_node.set_graph_position(offset)
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_node.set_graph_position(offset)
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func on_node_changed():
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#func on_node_changed():
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#get all properties again
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# if _ignore_change_event:
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#_node.recalculate_image(_material)
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# return
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#
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if _ignore_change_event:
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# _ignore_change_event = true
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return
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# propagate_node_change()
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# _ignore_change_event = false
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propagate_node_change()
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func on_int_spinbox_value_changed(val : float, slot_idx) -> void:
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func on_int_spinbox_value_changed(val : float, slot_idx) -> void:
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#_node.call(properties[slot_idx][4], int(val))
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#_node.call(properties[slot_idx][4], int(val))
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ignore_changes(true)
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ignore_changes(true)
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_undo_redo.create_action("MMGD: value changed")
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_undo_redo.create_action("MMGD: value changed")
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_undo_redo.add_do_method(_node, properties[slot_idx][4], int(val))
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_undo_redo.add_do_method(_node, properties[slot_idx][4], int(val))
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@ -647,6 +646,8 @@ func on_slot_enum_item_selected(val : int, slot_idx : int) -> void:
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ignore_changes(false)
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ignore_changes(false)
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func on_universal_texture_changed(slot_idx : int) -> void:
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func on_universal_texture_changed(slot_idx : int) -> void:
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ignore_changes(true)
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var img : Image = properties[slot_idx][6].get_active_image()
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var img : Image = properties[slot_idx][6].get_active_image()
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var tex : ImageTexture = properties[slot_idx][5].texture
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var tex : ImageTexture = properties[slot_idx][5].texture
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@ -655,8 +656,12 @@ func on_universal_texture_changed(slot_idx : int) -> void:
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properties[slot_idx][5].texture.create_from_image(img, 0)
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properties[slot_idx][5].texture.create_from_image(img, 0)
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else:
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else:
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properties[slot_idx][5].texture = ImageTexture.new()
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properties[slot_idx][5].texture = ImageTexture.new()
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ignore_changes(false)
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func on_universal_texture_changed_image_picker(slot_idx : int) -> void:
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func on_universal_texture_changed_image_picker(slot_idx : int) -> void:
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ignore_changes(true)
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var img : Image = properties[slot_idx][6].get_active_image()
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var img : Image = properties[slot_idx][6].get_active_image()
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var tex : ImageTexture = properties[slot_idx][5].texture_normal
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var tex : ImageTexture = properties[slot_idx][5].texture_normal
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@ -665,6 +670,8 @@ func on_universal_texture_changed_image_picker(slot_idx : int) -> void:
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properties[slot_idx][5].texture_normal.create_from_image(img, 0)
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properties[slot_idx][5].texture_normal.create_from_image(img, 0)
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else:
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else:
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properties[slot_idx][5].texture_normal = ImageTexture.new()
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properties[slot_idx][5].texture_normal = ImageTexture.new()
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ignore_changes(false)
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func on_slot_line_edit_text_entered(text : String, slot_idx : int) -> void:
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func on_slot_line_edit_text_entered(text : String, slot_idx : int) -> void:
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#_node.call(properties[slot_idx][4], text)
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#_node.call(properties[slot_idx][4], text)
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