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In ConnectionGraphicsObject on mouseMove event you transfer self to hovered node for reaction: ngo->reactToConnection(this);
This connection is using in NodePainter::drawConnectionPoints for painting ports. And you reset this pointer at the end of this method.
But sometimes mouseRelease event of ConnectionGraphicsObject and corresponding destroying of draft connection happens before NodePainter::drawConnectionPoints call.
So sometimes NodePainter accesses the destroyed pointer.
I think you need to let the scene set reaction connection to nodes and tracks for it destruction.
The text was updated successfully, but these errors were encountered:
There is another small fix. Maybe it is a typo, but in NodeGraphicsObject::itemChange you must change the ItemPositionChange value to ItemPositionHasChanged, because you call moveConnections(), where you update connections positions. But at this moment node position is not changed yet. This leads to the effect of connections lagging behind node ports.
In
ConnectionGraphicsObject
onmouseMove
event you transfer self to hovered node for reaction:ngo->reactToConnection(this);
This connection is using in
NodePainter::drawConnectionPoints
for painting ports. And you reset this pointer at the end of this method.But sometimes
mouseRelease
event ofConnectionGraphicsObject
and corresponding destroying of draft connection happens beforeNodePainter::drawConnectionPoints
call.So sometimes
NodePainter
accesses the destroyed pointer.I think you need to let the scene set reaction connection to nodes and tracks for it destruction.
The text was updated successfully, but these errors were encountered: