Unify and streamline connecting to Resource changes

This commit is contained in:
kobewi 2023-07-03 21:29:37 +02:00
parent 2c55214068
commit de4a3fa151
98 changed files with 341 additions and 434 deletions

View file

@ -767,7 +767,7 @@ void VisualShader::add_node(Type p_type, const Ref<VisualShaderNode> &p_node, co
input->shader_type = p_type;
}
n.node->connect("changed", callable_mp(this, &VisualShader::_queue_update));
n.node->connect_changed(callable_mp(this, &VisualShader::_queue_update));
Ref<VisualShaderNodeCustom> custom = n.node;
if (custom.is_valid()) {
@ -834,7 +834,7 @@ void VisualShader::remove_node(Type p_type, int p_id) {
Graph *g = &graph[p_type];
ERR_FAIL_COND(!g->nodes.has(p_id));
g->nodes[p_id].node->disconnect("changed", callable_mp(this, &VisualShader::_queue_update));
g->nodes[p_id].node->disconnect_changed(callable_mp(this, &VisualShader::_queue_update));
g->nodes.erase(p_id);
@ -907,7 +907,7 @@ void VisualShader::replace_node(Type p_type, int p_id, const StringName &p_new_c
}
}
vsn->connect("changed", callable_mp(this, &VisualShader::_queue_update));
vsn->connect_changed(callable_mp(this, &VisualShader::_queue_update));
g->nodes[p_id].node = Ref<VisualShaderNode>(vsn);
_queue_update();