nodes: link edges to IDs rather than objects
Allows code to know whether the connected parameters has been removed or not.
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@@ -922,8 +922,8 @@ void NodeView::UpdateBlockFilter()
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// Show only edges between those dependencies
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foreach (NodeViewEdge* edge, scene_.edge_map()) {
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edge->setVisible((currently_visible.contains(edge->edge()->input()->parentNode())
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&& currently_visible.contains(edge->edge()->output()->parentNode())));
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edge->setVisible((currently_visible.contains(edge->edge()->input_node())
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&& currently_visible.contains(edge->edge()->output_node())));
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}
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}
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@@ -1024,7 +1024,7 @@ void NodeView::GraphEdgeRemoved(NodeEdgePtr edge)
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{
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scene_.RemoveEdge(edge);
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Node* output_node = edge->output()->parentNode();
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Node* output_node = edge->output_node();
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// Check if this disconnected node still connects to a selected block, in which case do nothing
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foreach (Block* b, selected_blocks_) {
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