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.
This commit is contained in:
marauder2k7 2024-03-07 17:22:48 +00:00
parent dbbd9383e7
commit d9c4269d8b
8 changed files with 137 additions and 32 deletions

View file

@ -22,14 +22,18 @@
#include "gui/shaderEditor/guiShaderNode.h"
class MaterialOutputNode : public GuiShaderNode
//-----------------------------------------------------------------
// Put all material output nodes here.
//-----------------------------------------------------------------
class BRDFOutputNode : public GuiShaderNode
{
typedef GuiShaderNode Parent;
public:
MaterialOutputNode();
BRDFOutputNode();
// is the parent that all other nodes are derived from.
DECLARE_CONOBJECT(MaterialOutputNode);
DECLARE_CONOBJECT(BRDFOutputNode);
DECLARE_CATEGORY("Shader Output");
DECLARE_DESCRIPTION("Deferred Material output.");
};