Don't crash when connecting a debug preview to an input
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@ -38,7 +38,9 @@ Godot 4 is required from this version.
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- `VoxelBuffer`: frequently creating buffers with always different sizes no longer wastes memory
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- `Voxel`: properties of the inspector were not refreshed when changing `geometry_type`
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- `VoxelGeneratorGraph`: editor: fix inspector starting to throw errors after deleting a node, as it is still inspecting it
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- `VoxelGeneratorGraph`: editor: fixed crash when connecting an SdfPreview node to an input. However this is not supported yet.
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- `VoxelGeneratorGraph`: fixed Image2D node not accepting image formats L8 and LA8
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- `VoxelMesherTransvoxel`: fixed surface not appearing if it lines up exactly at integer coordinates
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- `VoxelTerrain`: fixed `Condition "mesh_block == nullptr" is true` which could happen in some conditions
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- `VoxelTool`: `raycast` locking up if you send a Vector3 containing NaN
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- `VoxelInstancer`: fix instances not refreshing when an item is modified and the mesh block size is 32
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@ -723,6 +723,11 @@ void VoxelGraphEditor::update_slice_previews() {
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Image &im = **info.control->get_image();
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ERR_FAIL_COND(im.get_width() * im.get_height() != static_cast<int>(buffer.size));
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// TODO Support debugging inputs
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ERR_CONTINUE_MSG(buffer.data == nullptr,
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buffer.is_binding ? "Plugging a debug view on an input is not supported yet."
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: "Didn't expect buffer to be null");
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unsigned int i = 0;
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for (int y = 0; y < im.get_height(); ++y) {
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for (int x = 0; x < im.get_width(); ++x) {
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