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Prevent expanding output port in visual shader expression

Open Chaosus opened this issue 1 year ago • 2 comments

Currently, expanding the vector output port in visual shader expression working incorrectly:

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I decide to better restrict the expanding of the output port for that node completely (for now), rather than fix it, because user may add additional output ports and that currently doesn't work correctly. Also added extra fixing code which I missed adding in https://github.com/godotengine/godot/pull/90787 (input ports must use 'j' index since it's not related to expanded output ports).

Chaosus avatar Apr 19 '24 09:04 Chaosus

Doesn't this break compatibility with 4.2? Or is auto expansion new of 4.3?

QbieShay avatar Apr 19 '24 14:04 QbieShay

Doesn't this break compatibility with 4.2? Or is auto expansion new of 4.3?

This exists in 4.2 but working incorrectly for this node, and these sub-ports should not be a subject for renaming or deletion. I doubt that any users using it because of that. Furthermore, it emits errors at expanding:

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Chaosus avatar Apr 19 '24 15:04 Chaosus

Thanks!

akien-mga avatar May 01 '24 07:05 akien-mga