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authorYuri Roubinsky <chaosus89@gmail.com>2020-09-06 12:32:19 +0300
committerGitHub <noreply@github.com>2020-09-06 12:32:19 +0300
commitceed52493696dd7bc7559040ecb98b225fc0754c (patch)
tree513c549e94edde052c8acdf3a274a94f9e5201af /doc/classes/VisualShaderNodeCustom.xml
parent1a5c518efc6fb3cd9cefc7ee37c1952994fb28b0 (diff)
parentde097b93273944309054596c4183814b3ff39e88 (diff)
Merge pull request #41804 from Chaosus/vs_improvements2
Removes redundant code & fix documentation for VisualShaderNodeCustom
Diffstat (limited to 'doc/classes/VisualShaderNodeCustom.xml')
-rw-r--r--doc/classes/VisualShaderNodeCustom.xml4
1 files changed, 2 insertions, 2 deletions
diff --git a/doc/classes/VisualShaderNodeCustom.xml b/doc/classes/VisualShaderNodeCustom.xml
index 3be9b803e9..59b501660a 100644
--- a/doc/classes/VisualShaderNodeCustom.xml
+++ b/doc/classes/VisualShaderNodeCustom.xml
@@ -5,9 +5,9 @@
</brief_description>
<description>
By inheriting this class you can create a custom [VisualShader] script addon which will be automatically added to the Visual Shader Editor. The [VisualShaderNode]'s behavior is defined by overriding the provided virtual methods.
- In order for the node to be registered as an editor addon, you must use the [code]tool[/code] keyword and provide a [code]class_name[/code] for your custom script. For example:
+ In order for the node to be registered as an editor addon, you must use the [code]@tool[/code] annotation and provide a [code]class_name[/code] for your custom script. For example:
[codeblock]
- tool
+ @tool
extends VisualShaderNodeCustom
class_name VisualShaderNodeNoise
[/codeblock]