Geometry Nodes: automatic connection doesn't work for Geometry if first input is Menu #119923
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Reference: blender/blender#119923
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System Information
Operating system: Windows-10-10.0.19043-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 551.23
Blender Version
Broken: version: 4.1.0 Release Candidate, branch: blender-v4.1-release, commit date: 2024-03-22 19:59, hash:
64bfe491645f
Worked: (newest version of Blender that worked as expected)
Short description of error
Hard to describe in words but video does a good job
Dropping node on a Geometry line doesn't automatically connect the input if Menu input is above geometry
Exact steps for others to reproduce the error
I think this kind issue there for any other types of sockets\
I can confirm that auto
Node Attachment
does not connect compatible types if it has an input of the type Menu above.Other non-Menu input types allow connection.
Attached a .blend file demonstrating the issue.
SOCK_MENU
andSOCK_GEOMETRY
has same priority 6. And hence wrong socket (menu) is returned to connect in existing link: https://projects.blender.org/blender/blender/src/branch/main/source/blender/editors/space_node/node_relationships.cc#L2276-L2281We can avoid this by replacing the existing logic of socket priority with
e11d3073a9
(Did this during !116550)@JacquesLucke hi, make sense to change this? Otherwise similar issues will keep happening :)
Something like this should work indeed. However, to make the fix less intrusive, it may be best to just filter out sockets that can't be linked instead of making the same socket type the highest priority. Also see
bNodeTreeType::validate_link
.I think this is already done (i.e. not generating link) in
node_insert_on_link_flags
once we get in/out sockets fromget_main_socket
.I see, maybe that check should just be moved into
get_main_socket
then?