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MaterialNodeDrawer no longer uses MarkDirtyHack for time-dependent nodes, instead only re-painting

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Peter Bay Bastian 8 年前
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88700be8
共有 1 个文件被更改,包括 1 次插入1 次删除
  1. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Drawer/MaterialNodeDrawer.cs

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Drawer/MaterialNodeDrawer.cs


var data = GetData<MaterialNodeDrawData>();
NodeUtils.DepthFirstCollectNodesFromNode(childrenNodes, data.node);
if (childrenNodes.OfType<IRequiresTime>().Any())
data.MarkDirtyHack();
this.Touch(ChangeType.Repaint);
ListPool<INode>.Release(childrenNodes);
}

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