OnEnable is a built-in event in Unity, and as such you don't need to override anything.
Simply replace 'protected override void Init()' with 'private void OnEnable()'.
You can use any access modifier.
To upgrade, simply rename all your method calls involving instance ports eg. 'AddInstanceOutput' to the dynamic port equivalent eg. 'AddDynamicOutput'
There is no functional difference. The community just agreed this was a more fitting name for the feature.
* NodeEditorReflection: Catch ReflectionTypeLoadException
Can happen if dll can not be loaded for some reason
* Removed unnecessary editor precompile tags
Was using OrderBy(x => x.fieldName). The resulting order would then be 1, 10, 11, .. , 2, 3, 4, etc.
Fixed by parsing the indices as ints, and ordering by that value instead
Complete fix to address bluriness of the UI in the Node Editor Window. Previous fixes were not all encompassing and failed to account for now even dimensions of Editor Window.
Similar issue as #100
GetField was not returning private fields. The method now not only looks for private fields, but also fields inside inherited classes
* Fix for [Space] attribute.
Code is a bit messy.
* Exchanged EditorGUILayout.Space() to GUILayout.Space() that takes a parameter height, for custom space distances.
* Changed where implementation is added to not messy up the rest of the code.
Moved NodeEditorWindow.ShowNodeContextMenu to NodeEditor.AddContextMenuItems
Moved NodeEditorWindow.ShowGraphContextMenu to NodeGraphEditor.AddContextMenuItems
Moved NodeEditorWindow.CreateNode to NodeGraphEditor.CreateNode
* Pressing CTRL+D (duplicate) threw editorgui exception "Getting control 0s position in a group with only 3 controls when doing ValidateCommand".
comparing to https://github.com/Unity-Technologies/UnityCsReference/blob/master/Editor/Mono/SceneHierarchyWindow.cs : row 211, the proper use of the event was not made.
also fixed spelling of Dublicate to Duplicate.
* Braces on wrong lines.
* Something got wrong with the comments.