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bug fix
deleteSelection when an output node had multiple connections only the first one was deleted, needed a new function to return a vector of connections that are now looped and deleted at the end of delete selection. few other minor additions and fixes.
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8 changed files with 137 additions and 32 deletions
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@ -92,6 +92,7 @@ protected:
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bool findHitSocket(const Point2I& pt);
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U32 finishConnection(const Point2I& pt);
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bool hasConnection(NodeSocket* inSocket);
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bool hasConnection(NodeSocket* inSocket, Vector<NodeConnection*>& conn);
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bool hasConnection(NodeSocket* inSocket, NodeConnection*& conn);
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void findNodesInRect(const RectI& rect, Vector<GuiShaderNode*>& outResult);
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