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authorHein-Pieter van Braam <hp@tmm.cx>2018-08-12 22:33:35 +0200
committerHein-Pieter van Braam <hp@tmm.cx>2018-08-12 22:33:35 +0200
commit2a02f44ad959ed3ac24a36688c74a1284c9a8a74 (patch)
tree6300f5d0dcd9b935b3ce4ec8f001f315ecd8a7a5
parent15530ce2c51937da9050d6bf3dece34fc9e278cd (diff)
Don't try to update the visual shader graph if it doesn't exist yet
When setting shader mode on a visual shader that was just created in the editor we try to _update_graph(). However, the graph does not yet exist in the visualshadereditor. This gets populated in VisualShaderEditor::edit() which hasn't been called yet. This PR simply changes the logic to not try to update the non-existent graph. This fixes #20322
-rw-r--r--editor/plugins/visual_shader_editor_plugin.cpp3
1 files changed, 3 insertions, 0 deletions
diff --git a/editor/plugins/visual_shader_editor_plugin.cpp b/editor/plugins/visual_shader_editor_plugin.cpp
index 9218fed907..63e89b78ea 100644
--- a/editor/plugins/visual_shader_editor_plugin.cpp
+++ b/editor/plugins/visual_shader_editor_plugin.cpp
@@ -119,6 +119,9 @@ void VisualShaderEditor::_update_graph() {
if (updating)
return;
+ if (visual_shader.is_null())
+ return;
+
graph->set_scroll_ofs(visual_shader->get_graph_offset() * EDSCALE);
VisualShader::Type type = VisualShader::Type(edit_type->get_selected());