Closed Bamboy closed 7 years ago
After recreating the graph, I get the same problem. I'm now confident that this issue is a problem with branching paths that later rejoin, and not a problem with duplicate node IDs.
To fix this bug, the else statement at line 255 of Graph.cs needs to be:
toProcess.RemoveAt(toProcess.Count - 1);
if( body.ToString().Contains("float "+n.OutputName ) ) continue; else n.EmitCode(body);
I'll fork and push this later if someone doesnt beat me to it.
Thanks for working on this issue! Could you be more clear on what causes this? What do you mean by branching paths?
Graphs that have nodes that break into two or more node paths that then later come back together - take a look at the dropbox download.
The issue is caused due to the shader script having multiple variables of the same name being defined. (Because of the branching paths)
Fixed in 7cd971f60c38d6433885a473742e7f357302312d
Hey! This is amazing. Hoping to be able to use this to (more) quickly generate levels for my worms-style game. There's a few nodes I'd like to add, so maybe I'll contribute them later.
I've run into a bug that seems to have been caused by nodes that somehow managed to share the same ID. This has effectively broken the graph, and I'll have to remake it in a new file. (I've tried deleting and remaking the problematic node(s), doesn't work, only increments the shared ID)
I was mainly playing with all the different tools available all in the same graph, and so I think I just deleted too many things or something? Not sure. I'll link my graph file that is broken.
https://www.dropbox.com/s/77fd5e3bd90wfjc/MyBrokenGraph.gpug?dl=0