grab some node (like world position) that can output a vector
place to swizzle nodes on the graph
use the vector node as input for the first swizzle, and the output of the first swizzle as input for the second.
Ensure the second node is set to have a mask of 'xyzw'
Ensure the first node is set to have a mask of 'xy'
This should produce an error on the second node stating a mismatch in number of vector components.
Now change the mask of the first node from 'xy' to 'xx'
hit ctrl/cmd+z to undo this change
click on the input field for the mask of either swizzle node
click off
Notice the nodes updating erroneously.
Actual results: The nodes appear to have some underlying data updated that 'resolves' the vector component disparity, but has potentially erroneous and regressive behavior for the shader.
Expected results: The second swizzle node remains correctly in an error state due to mismatching vector component count.
Reproducible with versions: 6000.0.58f1, 6000.1.0f1, 6000.4.0a2
Tested on (OS): MacOSX Tahoe (MacEditor ARM M1 Max)
Prioritise and Follow this issue
Have a workaround or additional info about this issue?