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Trigger output can start an edge drag [Case 1271691] (#114)
* Trigger output can start an edge drag [Case 1271691](https://fogbugz.unity3d.com/f/cases/1271691/) * Update CHANGELOG.md
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com.unity.visualeffectgraph/CHANGELOG.md

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@@ -32,6 +32,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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- Random Per-Component on Set Attribute in Spawn Context [Case 1279294](https://issuetracker.unity3d.com/product/unity/issues/guid/1279294/)
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- Fix corrupted UI in nodes due to corrupted point cache files [Case 1232867](https://fogbugz.unity3d.com/f/cases/1232867/)
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- Fix InvalidCastException when using byte properties in point cache files [Case 1276623](https://fogbugz.unity3d.com/f/cases/1276623/)
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- Fix https://issuetracker.unity3d.com/issues/ux-cant-drag-a-noodle-out-of-trigger-blocks
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- Fix [Case 1114281](https://fogbugz.unity3d.com/f/cases/1114281/)
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### Fixed

com.unity.visualeffectgraph/Editor Default Resources/uss/VFXDataAnchor.uss

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margin-right:0;
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}
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VFXContextUI #output .VFXDataAnchor.port #connector
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{
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width:12px;
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}
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.superCollapsed .VFXDataAnchor.port #connector
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{

com.unity.visualeffectgraph/Editor/GraphView/Elements/VFXBlockDataAnchor.cs

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com.unity.visualeffectgraph/Editor/GraphView/Elements/VFXBlockDataAnchor.cs.meta

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com.unity.visualeffectgraph/Editor/GraphView/Elements/VFXBlockUI.cs

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@@ -20,14 +20,6 @@ class VFXBlockUI : VFXNodeUI
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set { base.controller = value; }
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}
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public override VFXDataAnchor InstantiateDataAnchor(VFXDataAnchorController controller, VFXNodeUI node)
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{
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VFXContextDataAnchorController anchorController = controller as VFXContextDataAnchorController;
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VFXEditableDataAnchor anchor = VFXBlockDataAnchor.Create(anchorController, node);
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return anchor;
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}
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protected override bool HasPosition()
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{
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return false;

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