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Fix leaked signal connection to connection_layer.

maidopi-usagi 1 year ago
parent
commit
04705d2899
1 changed files with 4 additions and 0 deletions
  1. 4 0
      scene/gui/graph_edit.cpp

+ 4 - 0
scene/gui/graph_edit.cpp

@@ -695,6 +695,10 @@ void GraphEdit::remove_child_notify(Node *p_child) {
 		graph_element->disconnect("raise_request", callable_mp(this, &GraphEdit::_ensure_node_order_from));
 		graph_element->disconnect("resize_request", callable_mp(this, &GraphEdit::_graph_element_resize_request));
 
+		if (connections_layer != nullptr && connections_layer->is_inside_tree()) {
+			graph_element->disconnect(SceneStringName(item_rect_changed), callable_mp((CanvasItem *)connections_layer, &CanvasItem::queue_redraw));
+		}
+
 		// In case of the whole GraphEdit being destroyed these references can already be freed.
 		if (minimap != nullptr && minimap->is_inside_tree()) {
 			graph_element->disconnect(SceneStringName(item_rect_changed), callable_mp((CanvasItem *)minimap, &GraphEditMinimap::queue_redraw));