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-rw-r--r--SConstruct4
-rw-r--r--doc/classes/CollisionObject2D.xml8
-rw-r--r--doc/classes/Panel.xml4
-rw-r--r--drivers/unix/net_socket_posix.cpp11
-rw-r--r--editor/editor_themes.cpp2
-rw-r--r--editor/plugins/visual_shader_editor_plugin.cpp176
-rw-r--r--editor/script_create_dialog.cpp21
-rw-r--r--editor/script_create_dialog.h1
-rw-r--r--modules/gdscript/gdscript_parser.cpp45
-rw-r--r--modules/mono/utils/string_utils.cpp2
-rw-r--r--scene/3d/navigation.cpp64
-rw-r--r--scene/gui/check_button.cpp13
-rw-r--r--scene/gui/tab_container.cpp2
-rw-r--r--scene/gui/text_edit.cpp60
-rw-r--r--scene/resources/default_theme/default_theme.cpp10
-rw-r--r--scene/resources/default_theme/theme_data.h8
-rw-r--r--scene/resources/default_theme/toggle_off_disabled.pngbin0 -> 1676 bytes
-rw-r--r--scene/resources/default_theme/toggle_on_disabled.pngbin0 -> 1698 bytes
18 files changed, 209 insertions, 222 deletions
diff --git a/SConstruct b/SConstruct
index f32924835d..3ff6bb739a 100644
--- a/SConstruct
+++ b/SConstruct
@@ -320,7 +320,7 @@ if selected_platform in platform_list:
if (env["warnings"] == 'extra'):
# FIXME: enable -Wclobbered once #26351 is fixed
- # FIXME: enable -Wlogical-op and -Wduplicated-branches once #27594 is merged
+ # FIXME: enable -Wduplicated-branches once #27594 is merged
# Note: enable -Wimplicit-fallthrough for Clang (already part of -Wextra for GCC)
# once we switch to C++11 or later (necessary for our FALLTHROUGH macro).
env.Append(CCFLAGS=['-Wall', '-Wextra', '-Wno-unused-parameter']
@@ -328,7 +328,7 @@ if selected_platform in platform_list:
env.Append(CXXFLAGS=['-Wctor-dtor-privacy', '-Wnon-virtual-dtor'])
if methods.using_gcc(env):
env.Append(CCFLAGS=['-Wno-clobbered', '-Walloc-zero',
- '-Wduplicated-cond', '-Wstringop-overflow=4'])
+ '-Wduplicated-cond', '-Wstringop-overflow=4', '-Wlogical-op'])
env.Append(CXXFLAGS=['-Wnoexcept', '-Wplacement-new=1'])
version = methods.get_compiler_version(env)
if version != None and version[0] >= '9':
diff --git a/doc/classes/CollisionObject2D.xml b/doc/classes/CollisionObject2D.xml
index 1467812e4d..f847893a39 100644
--- a/doc/classes/CollisionObject2D.xml
+++ b/doc/classes/CollisionObject2D.xml
@@ -215,7 +215,7 @@
</methods>
<members>
<member name="input_pickable" type="bool" setter="set_pickable" getter="is_pickable">
- If [code]true[/code], this object is pickable. A pickable object can detect the mouse pointer entering/leaving, and if the mouse is inside it, report input events.
+ If [code]true[/code], this object is pickable. A pickable object can detect the mouse pointer entering/leaving, and if the mouse is inside it, report input events. Requires at least one [code]collision_layer[/code] bit to be set.
</member>
</members>
<signals>
@@ -227,17 +227,17 @@
<argument index="2" name="shape_idx" type="int">
</argument>
<description>
- Emitted when an input event occurs and [code]input_pickable[/code] is [code]true[/code]. See [method _input_event] for details.
+ Emitted when an input event occurs. Requires [code]input_pickable[/code] to be [code]true[/code] and at least one [code]collision_layer[/code] bit to be set. See [method _input_event] for details.
</description>
</signal>
<signal name="mouse_entered">
<description>
- Emitted when the mouse pointer enters any of this object's shapes.
+ Emitted when the mouse pointer enters any of this object's shapes. Requires [code]input_pickable[/code] to be [code]true[/code] and at least one [code]collision_layer[/code] bit to be set.
</description>
</signal>
<signal name="mouse_exited">
<description>
- Emitted when the mouse pointer exits all this object's shapes.
+ Emitted when the mouse pointer exits all this object's shapes. Requires [code]input_pickable[/code] to be [code]true[/code] and at least one [code]collision_layer[/code] bit to be set.
</description>
</signal>
</signals>
diff --git a/doc/classes/Panel.xml b/doc/classes/Panel.xml
index 1cee2b5386..c9c3f80e7b 100644
--- a/doc/classes/Panel.xml
+++ b/doc/classes/Panel.xml
@@ -15,9 +15,5 @@
<theme_items>
<theme_item name="panel" type="StyleBox">
</theme_item>
- <theme_item name="panelf" type="StyleBox">
- </theme_item>
- <theme_item name="panelnc" type="StyleBox">
- </theme_item>
</theme_items>
</class>
diff --git a/drivers/unix/net_socket_posix.cpp b/drivers/unix/net_socket_posix.cpp
index 2dffa083fe..37abccbe27 100644
--- a/drivers/unix/net_socket_posix.cpp
+++ b/drivers/unix/net_socket_posix.cpp
@@ -177,6 +177,13 @@ NetSocketPosix::~NetSocketPosix() {
close();
}
+// Silent a warning reported in #27594
+
+#if defined(__GNUC__) && !defined(__clang__)
+#pragma GCC diagnostic push
+#pragma GCC diagnostic ignored "-Wlogical-op"
+#endif
+
NetSocketPosix::NetError NetSocketPosix::_get_socket_error() {
#if defined(WINDOWS_ENABLED)
int err = WSAGetLastError();
@@ -201,6 +208,10 @@ NetSocketPosix::NetError NetSocketPosix::_get_socket_error() {
#endif
}
+#if defined(__GNUC__) && !defined(__clang__)
+#pragma GCC diagnostic pop
+#endif
+
bool NetSocketPosix::_can_use_ip(const IP_Address p_ip, const bool p_for_bind) const {
if (p_for_bind && !(p_ip.is_valid() || p_ip.is_wildcard())) {
diff --git a/editor/editor_themes.cpp b/editor/editor_themes.cpp
index b8dd29cecc..f74e913208 100644
--- a/editor/editor_themes.cpp
+++ b/editor/editor_themes.cpp
@@ -585,7 +585,9 @@ Ref<Theme> create_editor_theme(const Ref<Theme> p_theme) {
theme->set_stylebox("hover", "CheckButton", style_menu);
theme->set_icon("on", "CheckButton", theme->get_icon("GuiToggleOn", "EditorIcons"));
+ theme->set_icon("on_disabled", "CheckButton", theme->get_icon("GuiToggleOnDisabled", "EditorIcons"));
theme->set_icon("off", "CheckButton", theme->get_icon("GuiToggleOff", "EditorIcons"));
+ theme->set_icon("off_disabled", "CheckButton", theme->get_icon("GuiToggleOffDisabled", "EditorIcons"));
theme->set_color("font_color", "CheckButton", font_color);
theme->set_color("font_color_hover", "CheckButton", font_color_hl);
diff --git a/editor/plugins/visual_shader_editor_plugin.cpp b/editor/plugins/visual_shader_editor_plugin.cpp
index cd86c3890d..f3eb5d1483 100644
--- a/editor/plugins/visual_shader_editor_plugin.cpp
+++ b/editor/plugins/visual_shader_editor_plugin.cpp
@@ -58,9 +58,15 @@ void VisualShaderNodePlugin::_bind_methods() {
void VisualShaderEditor::edit(VisualShader *p_visual_shader) {
- bool first_init = false;
+ bool changed = false;
if (p_visual_shader) {
- first_init = true;
+ if (visual_shader.is_null()) {
+ changed = true;
+ } else {
+ if (visual_shader.ptr() != p_visual_shader) {
+ changed = true;
+ }
+ }
visual_shader = Ref<VisualShader>(p_visual_shader);
} else {
visual_shader.unref();
@@ -69,7 +75,7 @@ void VisualShaderEditor::edit(VisualShader *p_visual_shader) {
if (visual_shader.is_null()) {
hide();
} else {
- if (first_init) { // to avoid tree collapse
+ if (changed) { // to avoid tree collapse
_update_options_menu();
}
_update_graph();
@@ -1454,22 +1460,22 @@ VisualShaderEditor::VisualShaderEditor() {
// SPATIAL-FOR-ALL
- add_options.push_back(AddOption("Camera", "Input", "All", "VisualShaderNodeInput", TTR("'camera' input parameter for all shader modes."), "camera", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::Mode::MODE_SPATIAL));
- add_options.push_back(AddOption("InvCamera", "Input", "All", "VisualShaderNodeInput", TTR("'inv_camera' input parameter for all shader modes."), "inv_camera", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::Mode::MODE_SPATIAL));
- add_options.push_back(AddOption("InvProjection", "Input", "All", "VisualShaderNodeInput", TTR("'inv_projection' input parameter for all shader modes."), "inv_projection", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::Mode::MODE_SPATIAL));
- add_options.push_back(AddOption("Normal", "Input", "All", "VisualShaderNodeInput", TTR("'normal' input parameter for all shader modes."), "normal", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::Mode::MODE_SPATIAL));
- add_options.push_back(AddOption("Projection", "Input", "All", "VisualShaderNodeInput", TTR("'projection' input parameter for all shader modes."), "projection", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::Mode::MODE_SPATIAL));
- add_options.push_back(AddOption("Time", "Input", "All", "VisualShaderNodeInput", TTR("'time' input parameter for all shader modes."), "time", VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::Mode::MODE_SPATIAL));
- add_options.push_back(AddOption("ViewportSize", "Input", "All", "VisualShaderNodeInput", TTR("'viewport_size' input parameter for all shader modes."), "viewport_size", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::Mode::MODE_SPATIAL));
- add_options.push_back(AddOption("World", "Input", "All", "VisualShaderNodeInput", TTR("'world' input parameter for all shader modes."), "world", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::Mode::MODE_SPATIAL));
+ add_options.push_back(AddOption("Camera", "Input", "All", "VisualShaderNodeInput", TTR("'camera' input parameter for all shader modes."), "camera", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
+ add_options.push_back(AddOption("InvCamera", "Input", "All", "VisualShaderNodeInput", TTR("'inv_camera' input parameter for all shader modes."), "inv_camera", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
+ add_options.push_back(AddOption("InvProjection", "Input", "All", "VisualShaderNodeInput", TTR("'inv_projection' input parameter for all shader modes."), "inv_projection", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
+ add_options.push_back(AddOption("Normal", "Input", "All", "VisualShaderNodeInput", TTR("'normal' input parameter for all shader modes."), "normal", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::MODE_SPATIAL));
+ add_options.push_back(AddOption("Projection", "Input", "All", "VisualShaderNodeInput", TTR("'projection' input parameter for all shader modes."), "projection", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
+ add_options.push_back(AddOption("Time", "Input", "All", "VisualShaderNodeInput", TTR("'time' input parameter for all shader modes."), "time", VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_SPATIAL));
+ add_options.push_back(AddOption("ViewportSize", "Input", "All", "VisualShaderNodeInput", TTR("'viewport_size' input parameter for all shader modes."), "viewport_size", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::MODE_SPATIAL));
+ add_options.push_back(AddOption("World", "Input", "All", "VisualShaderNodeInput", TTR("'world' input parameter for all shader modes."), "world", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
// CANVASITEM-FOR-ALL
- add_options.push_back(AddOption("Alpha", "Input", "All", "VisualShaderNodeInput", TTR("'alpha' input parameter for all shader modes."), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::Mode::MODE_CANVAS_ITEM));
- add_options.push_back(AddOption("Color", "Input", "All", "VisualShaderNodeInput", TTR("'color' input parameter for all shader modes."), "color", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::Mode::MODE_CANVAS_ITEM));
- add_options.push_back(AddOption("TexturePixelSize", "Input", "All", "VisualShaderNodeInput", TTR("'texture_pixel_size' input parameter for all shader modes."), "texture_pixel_size", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::Mode::MODE_CANVAS_ITEM));
- add_options.push_back(AddOption("Time", "Input", "All", "VisualShaderNodeInput", TTR("'time' input parameter for all shader modes."), "time", VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::Mode::MODE_CANVAS_ITEM));
- add_options.push_back(AddOption("UV", "Input", "All", "VisualShaderNodeInput", TTR("'uv' input parameter for all shader modes."), "uv", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::Mode::MODE_CANVAS_ITEM));
+ add_options.push_back(AddOption("Alpha", "Input", "All", "VisualShaderNodeInput", TTR("'alpha' input parameter for all shader modes."), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_CANVAS_ITEM));
+ add_options.push_back(AddOption("Color", "Input", "All", "VisualShaderNodeInput", TTR("'color' input parameter for all shader modes."), "color", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::MODE_CANVAS_ITEM));
+ add_options.push_back(AddOption("TexturePixelSize", "Input", "All", "VisualShaderNodeInput", TTR("'texture_pixel_size' input parameter for all shader modes."), "texture_pixel_size", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::MODE_CANVAS_ITEM));
+ add_options.push_back(AddOption("Time", "Input", "All", "VisualShaderNodeInput", TTR("'time' input parameter for all shader modes."), "time", VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_CANVAS_ITEM));
+ add_options.push_back(AddOption("UV", "Input", "All", "VisualShaderNodeInput", TTR("'uv' input parameter for all shader modes."), "uv", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::MODE_CANVAS_ITEM));
/////////////////
@@ -1477,81 +1483,81 @@ VisualShaderEditor::VisualShaderEditor() {
// SPATIAL INPUTS
- add_options.push_back(AddOption("Alpha", "Input", "Fragment", "VisualShaderNodeInput", TTR("'alpha' input parameter for vertex and fragment shader modes."), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT, Shader::Mode::MODE_SPATIAL));
- add_options.push_back(AddOption("Binormal", "Input", "Fragment", "VisualShaderNodeInput", TTR("'binormal' input parameter for vertex and fragment shader modes."), "binormal", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::Mode::MODE_SPATIAL));
- add_options.push_back(AddOption("Color", "Input", "Fragment", "VisualShaderNodeInput", TTR("'color' input parameter for vertex and fragment shader modes."), "color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::Mode::MODE_SPATIAL));
- add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", TTR("'fragcoord' input parameter for fragment and light shader modes."), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::Mode::MODE_SPATIAL));
- add_options.push_back(AddOption("PointCoord", "Input", "Fragment", "VisualShaderNodeInput", TTR("'point_coord' input parameter for fragment shader mode."), "point_coord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::Mode::MODE_SPATIAL));
- add_options.push_back(AddOption("ScreenUV", "Input", "Fragment", "VisualShaderNodeInput", TTR("'screen_uv' input parameter for fragment shader mode."), "screen_uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::Mode::MODE_SPATIAL));
- add_options.push_back(AddOption("Side", "Input", "Fragment", "VisualShaderNodeInput", TTR("'side' input parameter for fragment shader mode."), "side", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT, Shader::Mode::MODE_SPATIAL));
- add_options.push_back(AddOption("Tangent", "Input", "Fragment", "VisualShaderNodeInput", TTR("'tangent' input parameter for vertex and fragment shader modes."), "tangent", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::Mode::MODE_SPATIAL));
- add_options.push_back(AddOption("UV", "Input", "Fragment", "VisualShaderNodeInput", TTR("'uv' input parameter for vertex and fragment shader modes."), "uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::Mode::MODE_SPATIAL));
- add_options.push_back(AddOption("UV2", "Input", "Fragment", "VisualShaderNodeInput", TTR("'uv2' input parameter for vertex and fragment shader modes."), "uv2", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::Mode::MODE_SPATIAL));
- add_options.push_back(AddOption("Vertex", "Input", "Fragment", "VisualShaderNodeInput", TTR("'vertex' input parameter for vertex and fragment shader modes."), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::Mode::MODE_SPATIAL));
- add_options.push_back(AddOption("View", "Input", "Fragment", "VisualShaderNodeInput", TTR("'view' input parameter for fragment and light shader modes."), "view", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::Mode::MODE_SPATIAL));
-
- add_options.push_back(AddOption("Albedo", "Input", "Light", "VisualShaderNodeInput", TTR("'albedo' input parameter for light shader mode."), "albedo", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_SPATIAL));
- add_options.push_back(AddOption("Attenuation", "Input", "Light", "VisualShaderNodeInput", TTR("'attenuation' input parameter for light shader mode."), "attenuation", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_SPATIAL));
- add_options.push_back(AddOption("Diffuse", "Input", "Light", "VisualShaderNodeInput", TTR("'diffuse' input parameter for light shader mode."), "diffuse", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_SPATIAL));
- add_options.push_back(AddOption("FragCoord", "Input", "Light", "VisualShaderNodeInput", TTR("'fragcoord' input parameter for fragment and light shader modes."), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_SPATIAL));
- add_options.push_back(AddOption("Light", "Input", "Light", "VisualShaderNodeInput", TTR("'light' input parameter for light shader mode."), "light", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_SPATIAL));
- add_options.push_back(AddOption("LightColor", "Input", "Light", "VisualShaderNodeInput", TTR("'light_color' input parameter for light shader mode."), "light_color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_SPATIAL));
- add_options.push_back(AddOption("Roughness", "Input", "Light", "VisualShaderNodeInput", TTR("'roughness' input parameter for light shader mode."), "roughness", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_SPATIAL));
- add_options.push_back(AddOption("Specular", "Input", "Light", "VisualShaderNodeInput", TTR("'specular' input parameter for light shader mode."), "specular", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_SPATIAL));
- add_options.push_back(AddOption("Transmission", "Input", "Light", "VisualShaderNodeInput", TTR("'transmission' input parameter for light shader mode."), "transmission", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_SPATIAL));
- add_options.push_back(AddOption("View", "Input", "Light", "VisualShaderNodeInput", TTR("'view' input parameter for fragment and light shader modes."), "view", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_SPATIAL));
-
- add_options.push_back(AddOption("Alpha", "Input", "Vertex", "VisualShaderNodeInput", TTR("'alpha' input parameter for vertex and fragment shader modes."), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_SPATIAL));
- add_options.push_back(AddOption("Binormal", "Input", "Vertex", "VisualShaderNodeInput", TTR("'binormal' input parameter for vertex and fragment shader modes."), "binormal", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_SPATIAL));
- add_options.push_back(AddOption("Color", "Input", "Vertex", "VisualShaderNodeInput", TTR("'color' input parameter for vertex and fragment shader modes."), "color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_SPATIAL));
- add_options.push_back(AddOption("ModelView", "Input", "Vertex", "VisualShaderNodeInput", TTR("'modelview' input parameter for vertex shader mode."), "modelview", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_SPATIAL));
- add_options.push_back(AddOption("PointSize", "Input", "Vertex", "VisualShaderNodeInput", TTR("'point_size' input parameter for vertex shader mode."), "point_size", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_SPATIAL));
- add_options.push_back(AddOption("Tangent", "Input", "Vertex", "VisualShaderNodeInput", TTR("'tangent' input parameter for vertex and fragment shader mode."), "tangent", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_SPATIAL));
- add_options.push_back(AddOption("UV", "Input", "Vertex", "VisualShaderNodeInput", TTR("'uv' input parameter for vertex and fragment shader modes."), "uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_SPATIAL));
- add_options.push_back(AddOption("UV2", "Input", "Vertex", "VisualShaderNodeInput", TTR("'uv2' input parameter for vertex and fragment shader modes."), "uv2", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_SPATIAL));
- add_options.push_back(AddOption("Vertex", "Input", "Vertex", "VisualShaderNodeInput", TTR("'vertex' input parameter for vertex and fragment shader modes."), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_SPATIAL));
+ add_options.push_back(AddOption("Alpha", "Input", "Fragment", "VisualShaderNodeInput", TTR("'alpha' input parameter for vertex and fragment shader modes."), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL));
+ add_options.push_back(AddOption("Binormal", "Input", "Fragment", "VisualShaderNodeInput", TTR("'binormal' input parameter for vertex and fragment shader modes."), "binormal", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL));
+ add_options.push_back(AddOption("Color", "Input", "Fragment", "VisualShaderNodeInput", TTR("'color' input parameter for vertex and fragment shader modes."), "color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL));
+ add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", TTR("'fragcoord' input parameter for fragment and light shader modes."), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL));
+ add_options.push_back(AddOption("PointCoord", "Input", "Fragment", "VisualShaderNodeInput", TTR("'point_coord' input parameter for fragment shader mode."), "point_coord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL));
+ add_options.push_back(AddOption("ScreenUV", "Input", "Fragment", "VisualShaderNodeInput", TTR("'screen_uv' input parameter for fragment shader mode."), "screen_uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL));
+ add_options.push_back(AddOption("Side", "Input", "Fragment", "VisualShaderNodeInput", TTR("'side' input parameter for fragment shader mode."), "side", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL));
+ add_options.push_back(AddOption("Tangent", "Input", "Fragment", "VisualShaderNodeInput", TTR("'tangent' input parameter for vertex and fragment shader modes."), "tangent", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL));
+ add_options.push_back(AddOption("UV", "Input", "Fragment", "VisualShaderNodeInput", TTR("'uv' input parameter for vertex and fragment shader modes."), "uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL));
+ add_options.push_back(AddOption("UV2", "Input", "Fragment", "VisualShaderNodeInput", TTR("'uv2' input parameter for vertex and fragment shader modes."), "uv2", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL));
+ add_options.push_back(AddOption("Vertex", "Input", "Fragment", "VisualShaderNodeInput", TTR("'vertex' input parameter for vertex and fragment shader modes."), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL));
+ add_options.push_back(AddOption("View", "Input", "Fragment", "VisualShaderNodeInput", TTR("'view' input parameter for fragment and light shader modes."), "view", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL));
+
+ add_options.push_back(AddOption("Albedo", "Input", "Light", "VisualShaderNodeInput", TTR("'albedo' input parameter for light shader mode."), "albedo", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL));
+ add_options.push_back(AddOption("Attenuation", "Input", "Light", "VisualShaderNodeInput", TTR("'attenuation' input parameter for light shader mode."), "attenuation", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL));
+ add_options.push_back(AddOption("Diffuse", "Input", "Light", "VisualShaderNodeInput", TTR("'diffuse' input parameter for light shader mode."), "diffuse", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL));
+ add_options.push_back(AddOption("FragCoord", "Input", "Light", "VisualShaderNodeInput", TTR("'fragcoord' input parameter for fragment and light shader modes."), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL));
+ add_options.push_back(AddOption("Light", "Input", "Light", "VisualShaderNodeInput", TTR("'light' input parameter for light shader mode."), "light", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL));
+ add_options.push_back(AddOption("LightColor", "Input", "Light", "VisualShaderNodeInput", TTR("'light_color' input parameter for light shader mode."), "light_color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL));
+ add_options.push_back(AddOption("Roughness", "Input", "Light", "VisualShaderNodeInput", TTR("'roughness' input parameter for light shader mode."), "roughness", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL));
+ add_options.push_back(AddOption("Specular", "Input", "Light", "VisualShaderNodeInput", TTR("'specular' input parameter for light shader mode."), "specular", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL));
+ add_options.push_back(AddOption("Transmission", "Input", "Light", "VisualShaderNodeInput", TTR("'transmission' input parameter for light shader mode."), "transmission", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL));
+ add_options.push_back(AddOption("View", "Input", "Light", "VisualShaderNodeInput", TTR("'view' input parameter for fragment and light shader modes."), "view", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL));
+
+ add_options.push_back(AddOption("Alpha", "Input", "Vertex", "VisualShaderNodeInput", TTR("'alpha' input parameter for vertex and fragment shader modes."), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL));
+ add_options.push_back(AddOption("Binormal", "Input", "Vertex", "VisualShaderNodeInput", TTR("'binormal' input parameter for vertex and fragment shader modes."), "binormal", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL));
+ add_options.push_back(AddOption("Color", "Input", "Vertex", "VisualShaderNodeInput", TTR("'color' input parameter for vertex and fragment shader modes."), "color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL));
+ add_options.push_back(AddOption("ModelView", "Input", "Vertex", "VisualShaderNodeInput", TTR("'modelview' input parameter for vertex shader mode."), "modelview", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL));
+ add_options.push_back(AddOption("PointSize", "Input", "Vertex", "VisualShaderNodeInput", TTR("'point_size' input parameter for vertex shader mode."), "point_size", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL));
+ add_options.push_back(AddOption("Tangent", "Input", "Vertex", "VisualShaderNodeInput", TTR("'tangent' input parameter for vertex and fragment shader mode."), "tangent", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL));
+ add_options.push_back(AddOption("UV", "Input", "Vertex", "VisualShaderNodeInput", TTR("'uv' input parameter for vertex and fragment shader modes."), "uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL));
+ add_options.push_back(AddOption("UV2", "Input", "Vertex", "VisualShaderNodeInput", TTR("'uv2' input parameter for vertex and fragment shader modes."), "uv2", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL));
+ add_options.push_back(AddOption("Vertex", "Input", "Vertex", "VisualShaderNodeInput", TTR("'vertex' input parameter for vertex and fragment shader modes."), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL));
// CANVASITEM INPUTS
- add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", TTR("'fragcoord' input parameter for fragment and light shader modes."), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::Mode::MODE_CANVAS_ITEM));
- add_options.push_back(AddOption("LightPass", "Input", "Fragment", "VisualShaderNodeInput", TTR("'light_pass' input parameter for vertex and fragment shader modes."), "light_pass", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT, Shader::Mode::MODE_CANVAS_ITEM));
- add_options.push_back(AddOption("PointCoord", "Input", "Fragment", "VisualShaderNodeInput", TTR("'point_coord' input parameter for fragment and light shader modes."), "point_coord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::Mode::MODE_CANVAS_ITEM));
- add_options.push_back(AddOption("ScreenPixelSize", "Input", "Fragment", "VisualShaderNodeInput", TTR("'screen_pixel_size' input parameter for fragment shader mode."), "screen_pixel_size", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::Mode::MODE_CANVAS_ITEM));
- add_options.push_back(AddOption("ScreenUV", "Input", "Fragment", "VisualShaderNodeInput", TTR("'screen_uv' input parameter for fragment and light shader modes."), "screen_uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::Mode::MODE_CANVAS_ITEM));
-
- add_options.push_back(AddOption("FragCoord", "Input", "Light", "VisualShaderNodeInput", TTR("'fragcoord' input parameter for fragment and light shader modes."), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_CANVAS_ITEM));
- add_options.push_back(AddOption("LightAlpha", "Input", "Light", "VisualShaderNodeInput", TTR("'light_alpha' input parameter for light shader mode."), "light_alpha", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_CANVAS_ITEM));
- add_options.push_back(AddOption("LightColor", "Input", "Light", "VisualShaderNodeInput", TTR("'light_color' input parameter for light shader mode."), "light_color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_CANVAS_ITEM));
- add_options.push_back(AddOption("LightHeight", "Input", "Light", "VisualShaderNodeInput", TTR("'light_height' input parameter for light shader mode."), "light_height", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_CANVAS_ITEM));
- add_options.push_back(AddOption("LightUV", "Input", "Light", "VisualShaderNodeInput", TTR("'light_uv' input parameter for light shader mode."), "light_uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_CANVAS_ITEM));
- add_options.push_back(AddOption("LightVector", "Input", "Light", "VisualShaderNodeInput", TTR("'light_vec' input parameter for light shader mode."), "light_vec", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_CANVAS_ITEM));
- add_options.push_back(AddOption("Normal", "Input", "Light", "VisualShaderNodeInput", TTR("'normal' input parameter for light shader mode."), "normal", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_CANVAS_ITEM));
- add_options.push_back(AddOption("PointCoord", "Input", "Light", "VisualShaderNodeInput", TTR("'point_coord' input parameter for fragment and light shader modes."), "point_coord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_CANVAS_ITEM));
- add_options.push_back(AddOption("ScreenUV", "Input", "Light", "VisualShaderNodeInput", TTR("'screen_uv' input parameter for fragment and light shader modes."), "screen_uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_CANVAS_ITEM));
- add_options.push_back(AddOption("ShadowColor", "Input", "Light", "VisualShaderNodeInput", TTR("'shadow_color' input parameter for light shader mode."), "shadow_color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_CANVAS_ITEM));
-
- add_options.push_back(AddOption("Extra", "Input", "Vertex", "VisualShaderNodeInput", TTR("'extra' input parameter for vertex shader mode."), "extra", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_CANVAS_ITEM));
- add_options.push_back(AddOption("LightPass", "Input", "Vertex", "VisualShaderNodeInput", TTR("'light_pass' input parameter for vertex and fragment shader modes."), "light_pass", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_CANVAS_ITEM));
- add_options.push_back(AddOption("PointSize", "Input", "Vertex", "VisualShaderNodeInput", TTR("'point_size' input parameter for vertex shader mode."), "point_size", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_CANVAS_ITEM));
- add_options.push_back(AddOption("Projection", "Input", "Vertex", "VisualShaderNodeInput", TTR("'projection' input parameter for vertex shader mode."), "projection", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_CANVAS_ITEM));
- add_options.push_back(AddOption("Vertex", "Input", "Vertex", "VisualShaderNodeInput", TTR("'vertex' input parameter for vertex shader mode."), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_CANVAS_ITEM));
- add_options.push_back(AddOption("World", "Input", "Vertex", "VisualShaderNodeInput", TTR("'world' input parameter for vertex shader mode."), "world", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_CANVAS_ITEM));
+ add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", TTR("'fragcoord' input parameter for fragment and light shader modes."), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_CANVAS_ITEM));
+ add_options.push_back(AddOption("LightPass", "Input", "Fragment", "VisualShaderNodeInput", TTR("'light_pass' input parameter for vertex and fragment shader modes."), "light_pass", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT, Shader::MODE_CANVAS_ITEM));
+ add_options.push_back(AddOption("PointCoord", "Input", "Fragment", "VisualShaderNodeInput", TTR("'point_coord' input parameter for fragment and light shader modes."), "point_coord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_CANVAS_ITEM));
+ add_options.push_back(AddOption("ScreenPixelSize", "Input", "Fragment", "VisualShaderNodeInput", TTR("'screen_pixel_size' input parameter for fragment shader mode."), "screen_pixel_size", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_CANVAS_ITEM));
+ add_options.push_back(AddOption("ScreenUV", "Input", "Fragment", "VisualShaderNodeInput", TTR("'screen_uv' input parameter for fragment and light shader modes."), "screen_uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_CANVAS_ITEM));
+
+ add_options.push_back(AddOption("FragCoord", "Input", "Light", "VisualShaderNodeInput", TTR("'fragcoord' input parameter for fragment and light shader modes."), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM));
+ add_options.push_back(AddOption("LightAlpha", "Input", "Light", "VisualShaderNodeInput", TTR("'light_alpha' input parameter for light shader mode."), "light_alpha", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM));
+ add_options.push_back(AddOption("LightColor", "Input", "Light", "VisualShaderNodeInput", TTR("'light_color' input parameter for light shader mode."), "light_color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM));
+ add_options.push_back(AddOption("LightHeight", "Input", "Light", "VisualShaderNodeInput", TTR("'light_height' input parameter for light shader mode."), "light_height", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM));
+ add_options.push_back(AddOption("LightUV", "Input", "Light", "VisualShaderNodeInput", TTR("'light_uv' input parameter for light shader mode."), "light_uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM));
+ add_options.push_back(AddOption("LightVector", "Input", "Light", "VisualShaderNodeInput", TTR("'light_vec' input parameter for light shader mode."), "light_vec", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM));
+ add_options.push_back(AddOption("Normal", "Input", "Light", "VisualShaderNodeInput", TTR("'normal' input parameter for light shader mode."), "normal", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM));
+ add_options.push_back(AddOption("PointCoord", "Input", "Light", "VisualShaderNodeInput", TTR("'point_coord' input parameter for fragment and light shader modes."), "point_coord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM));
+ add_options.push_back(AddOption("ScreenUV", "Input", "Light", "VisualShaderNodeInput", TTR("'screen_uv' input parameter for fragment and light shader modes."), "screen_uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM));
+ add_options.push_back(AddOption("ShadowColor", "Input", "Light", "VisualShaderNodeInput", TTR("'shadow_color' input parameter for light shader mode."), "shadow_color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM));
+
+ add_options.push_back(AddOption("Extra", "Input", "Vertex", "VisualShaderNodeInput", TTR("'extra' input parameter for vertex shader mode."), "extra", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::MODE_CANVAS_ITEM));
+ add_options.push_back(AddOption("LightPass", "Input", "Vertex", "VisualShaderNodeInput", TTR("'light_pass' input parameter for vertex and fragment shader modes."), "light_pass", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_CANVAS_ITEM));
+ add_options.push_back(AddOption("PointSize", "Input", "Vertex", "VisualShaderNodeInput", TTR("'point_size' input parameter for vertex shader mode."), "point_size", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_CANVAS_ITEM));
+ add_options.push_back(AddOption("Projection", "Input", "Vertex", "VisualShaderNodeInput", TTR("'projection' input parameter for vertex shader mode."), "projection", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::MODE_CANVAS_ITEM));
+ add_options.push_back(AddOption("Vertex", "Input", "Vertex", "VisualShaderNodeInput", TTR("'vertex' input parameter for vertex shader mode."), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_CANVAS_ITEM));
+ add_options.push_back(AddOption("World", "Input", "Vertex", "VisualShaderNodeInput", TTR("'world' input parameter for vertex shader mode."), "world", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::MODE_CANVAS_ITEM));
// PARTICLES INPUTS
- add_options.push_back(AddOption("Active", "Input", "Vertex", "VisualShaderNodeInput", TTR("'active' input parameter for vertex shader mode."), "active", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_PARTICLES));
- add_options.push_back(AddOption("Alpha", "Input", "Vertex", "VisualShaderNodeInput", TTR("'alpha' input parameter for vertex shader mode."), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_PARTICLES));
- add_options.push_back(AddOption("Color", "Input", "Vertex", "VisualShaderNodeInput", TTR("'color' input parameter for vertex shader mode."), "color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_PARTICLES));
- add_options.push_back(AddOption("Custom", "Input", "Vertex", "VisualShaderNodeInput", TTR("'custom' input parameter for vertex shader mode."), "custom", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_PARTICLES));
- add_options.push_back(AddOption("CustomAlpha", "Input", "Vertex", "VisualShaderNodeInput", TTR("'custom_alpha' input parameter for vertex shader mode."), "custom_alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_PARTICLES));
- add_options.push_back(AddOption("Delta", "Input", "Vertex", "VisualShaderNodeInput", TTR("'delta' input parameter for vertex shader mode."), "delta", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_PARTICLES));
- add_options.push_back(AddOption("EmissionTransform", "Input", "Vertex", "VisualShaderNodeInput", TTR("'emission_transform' input parameter for vertex shader mode."), "emission_transform", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_PARTICLES));
- add_options.push_back(AddOption("Index", "Input", "Vertex", "VisualShaderNodeInput", TTR("'index' input parameter for vertex shader mode."), "index", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_PARTICLES));
- add_options.push_back(AddOption("LifeTime", "Input", "Vertex", "VisualShaderNodeInput", TTR("'lifetime' input parameter for vertex shader mode."), "lifetime", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_PARTICLES));
- add_options.push_back(AddOption("Restart", "Input", "Vertex", "VisualShaderNodeInput", TTR("'restart' input parameter for vertex shader mode."), "restart", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_PARTICLES));
- add_options.push_back(AddOption("Time", "Input", "Vertex", "VisualShaderNodeInput", TTR("'time' input parameter for vertex shader mode."), "time", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_PARTICLES));
- add_options.push_back(AddOption("Transform", "Input", "Vertex", "VisualShaderNodeInput", TTR("'transform' input parameter for vertex shader mode."), "transform", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_PARTICLES));
- add_options.push_back(AddOption("Velocity", "Input", "Vertex", "VisualShaderNodeInput", TTR("'velocity' input parameter for vertex shader mode."), "velocity", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_PARTICLES));
+ add_options.push_back(AddOption("Active", "Input", "Vertex", "VisualShaderNodeInput", TTR("'active' input parameter for vertex shader mode."), "active", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES));
+ add_options.push_back(AddOption("Alpha", "Input", "Vertex", "VisualShaderNodeInput", TTR("'alpha' input parameter for vertex shader mode."), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES));
+ add_options.push_back(AddOption("Color", "Input", "Vertex", "VisualShaderNodeInput", TTR("'color' input parameter for vertex shader mode."), "color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES));
+ add_options.push_back(AddOption("Custom", "Input", "Vertex", "VisualShaderNodeInput", TTR("'custom' input parameter for vertex shader mode."), "custom", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES));
+ add_options.push_back(AddOption("CustomAlpha", "Input", "Vertex", "VisualShaderNodeInput", TTR("'custom_alpha' input parameter for vertex shader mode."), "custom_alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES));
+ add_options.push_back(AddOption("Delta", "Input", "Vertex", "VisualShaderNodeInput", TTR("'delta' input parameter for vertex shader mode."), "delta", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES));
+ add_options.push_back(AddOption("EmissionTransform", "Input", "Vertex", "VisualShaderNodeInput", TTR("'emission_transform' input parameter for vertex shader mode."), "emission_transform", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES));
+ add_options.push_back(AddOption("Index", "Input", "Vertex", "VisualShaderNodeInput", TTR("'index' input parameter for vertex shader mode."), "index", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES));
+ add_options.push_back(AddOption("LifeTime", "Input", "Vertex", "VisualShaderNodeInput", TTR("'lifetime' input parameter for vertex shader mode."), "lifetime", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES));
+ add_options.push_back(AddOption("Restart", "Input", "Vertex", "VisualShaderNodeInput", TTR("'restart' input parameter for vertex shader mode."), "restart", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES));
+ add_options.push_back(AddOption("Time", "Input", "Vertex", "VisualShaderNodeInput", TTR("'time' input parameter for vertex shader mode."), "time", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES));
+ add_options.push_back(AddOption("Transform", "Input", "Vertex", "VisualShaderNodeInput", TTR("'transform' input parameter for vertex shader mode."), "transform", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES));
+ add_options.push_back(AddOption("Velocity", "Input", "Vertex", "VisualShaderNodeInput", TTR("'velocity' input parameter for vertex shader mode."), "velocity", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES));
// SCALAR
diff --git a/editor/script_create_dialog.cpp b/editor/script_create_dialog.cpp
index fac5bccd17..751ae4fcf7 100644
--- a/editor/script_create_dialog.cpp
+++ b/editor/script_create_dialog.cpp
@@ -567,23 +567,22 @@ void ScriptCreateDialog::_update_dialog() {
}
}
- if (!_can_be_built_in())
- internal->set_pressed(false);
-
/* Is Script created or loaded from existing file */
if (is_built_in) {
get_ok()->set_text(TTR("Create"));
parent_name->set_editable(true);
parent_browse_button->set_disabled(false);
- internal->set_disabled(!_can_be_built_in());
+ internal->set_visible(_can_be_built_in());
+ internal_label->set_visible(_can_be_built_in());
_msg_path_valid(true, TTR("Built-in script (into scene file)."));
} else if (is_new_script_created) {
// New Script Created
get_ok()->set_text(TTR("Create"));
parent_name->set_editable(true);
parent_browse_button->set_disabled(false);
- internal->set_disabled(!_can_be_built_in());
+ internal->set_visible(_can_be_built_in());
+ internal_label->set_visible(_can_be_built_in());
if (is_path_valid) {
_msg_path_valid(true, TTR("Will create a new script file."));
}
@@ -753,13 +752,13 @@ ScriptCreateDialog::ScriptCreateDialog() {
/* Built-in Script */
internal = memnew(CheckButton);
+ internal->set_h_size_flags(0);
internal->connect("pressed", this, "_built_in_pressed");
- hb = memnew(HBoxContainer);
- hb->add_child(internal);
- l = memnew(Label(TTR("Built-in Script")));
- l->set_align(Label::ALIGN_RIGHT);
- gc->add_child(l);
- gc->add_child(hb);
+ internal_label = memnew(Label(TTR("Built-in Script")));
+ internal_label->set_text(TTR("Built-in Script"));
+ internal_label->set_align(Label::ALIGN_RIGHT);
+ gc->add_child(internal_label);
+ gc->add_child(internal);
/* Path */
diff --git a/editor/script_create_dialog.h b/editor/script_create_dialog.h
index 1a3ba3d371..c6dba78f56 100644
--- a/editor/script_create_dialog.h
+++ b/editor/script_create_dialog.h
@@ -58,6 +58,7 @@ class ScriptCreateDialog : public ConfirmationDialog {
Button *path_button;
EditorFileDialog *file_browse;
CheckButton *internal;
+ Label *internal_label;
VBoxContainer *path_vb;
AcceptDialog *alert;
CreateDialog *select_class;
diff --git a/modules/gdscript/gdscript_parser.cpp b/modules/gdscript/gdscript_parser.cpp
index 51ec0c1442..903b3892d1 100644
--- a/modules/gdscript/gdscript_parser.cpp
+++ b/modules/gdscript/gdscript_parser.cpp
@@ -4782,19 +4782,30 @@ void GDScriptParser::_parse_class(ClassNode *p_class) {
return;
}
- if (member._export.type != Variant::NIL) {
+ Variant::Type initial_type = member.data_type.has_type ? member.data_type.builtin_type : member._export.type;
+
+ if (initial_type != Variant::NIL && initial_type != Variant::OBJECT) {
IdentifierNode *id = alloc_node<IdentifierNode>();
id->name = member.identifier;
- ConstantNode *cn = alloc_node<ConstantNode>();
+ Node *expr;
- Variant::CallError ce2;
- cn->value = Variant::construct(member._export.type, NULL, 0, ce2);
+ // Make sure arrays and dictionaries are not shared
+ if (initial_type == Variant::ARRAY) {
+ expr = alloc_node<ArrayNode>();
+ } else if (initial_type == Variant::DICTIONARY) {
+ expr = alloc_node<DictionaryNode>();
+ } else {
+ ConstantNode *cn = alloc_node<ConstantNode>();
+ Variant::CallError ce2;
+ cn->value = Variant::construct(initial_type, NULL, 0, ce2);
+ expr = cn;
+ }
OperatorNode *op = alloc_node<OperatorNode>();
op->op = OperatorNode::OP_INIT_ASSIGN;
op->arguments.push_back(id);
- op->arguments.push_back(cn);
+ op->arguments.push_back(expr);
p_class->initializer->statements.push_back(op);
@@ -7491,30 +7502,6 @@ void GDScriptParser::_check_class_level_types(ClassNode *p_class) {
v.data_type = expr_type;
v.data_type.is_constant = false;
}
- } else if (v.data_type.has_type && v.data_type.kind == DataType::BUILTIN) {
- // Create default value based on the type
- IdentifierNode *id = alloc_node<IdentifierNode>();
- id->line = v.line;
- id->name = v.identifier;
-
- ConstantNode *init = alloc_node<ConstantNode>();
- init->line = v.line;
- Variant::CallError err;
- init->value = Variant::construct(v.data_type.builtin_type, NULL, 0, err);
-
- OperatorNode *op = alloc_node<OperatorNode>();
- op->line = v.line;
- op->op = OperatorNode::OP_INIT_ASSIGN;
- op->arguments.push_back(id);
- op->arguments.push_back(init);
-
- p_class->initializer->statements.push_front(op);
- v.initial_assignment = op;
-#ifdef DEBUG_ENABLED
- NewLineNode *nl = alloc_node<NewLineNode>();
- nl->line = v.line - 1;
- p_class->initializer->statements.push_front(nl);
-#endif
}
// Check export hint
diff --git a/modules/mono/utils/string_utils.cpp b/modules/mono/utils/string_utils.cpp
index 1fdddd3925..0a7470f866 100644
--- a/modules/mono/utils/string_utils.cpp
+++ b/modules/mono/utils/string_utils.cpp
@@ -66,7 +66,7 @@ int sfind(const String &p_text, int p_from) {
break;
case 1: {
CharType c = src[read_pos];
- found = src[read_pos] == 's' || (c >= '0' || c <= '4');
+ found = src[read_pos] == 's' || (c >= '0' && c <= '4');
break;
}
default:
diff --git a/scene/3d/navigation.cpp b/scene/3d/navigation.cpp
index 5a3c8223ff..612d91c6e1 100644
--- a/scene/3d/navigation.cpp
+++ b/scene/3d/navigation.cpp
@@ -340,16 +340,12 @@ Vector<Vector3> Navigation::get_simple_path(const Vector3 &p_start, const Vector
};
Vector3 entry = Geometry::get_closest_point_to_segment(begin_poly->entry, edge);
- begin_poly->edges[i].C->distance = begin_poly->entry.distance_to(entry);
+ begin_poly->edges[i].C->distance = begin_point.distance_to(entry);
begin_poly->edges[i].C->entry = entry;
#else
begin_poly->edges[i].C->distance = begin_poly->center.distance_to(begin_poly->edges[i].C->center);
#endif
open_list.push_back(begin_poly->edges[i].C);
-
- if (begin_poly->edges[i].C == end_poly) {
- found_route = true;
- }
}
}
@@ -370,28 +366,7 @@ Vector<Vector3> Navigation::get_simple_path(const Vector3 &p_start, const Vector
float cost = p->distance;
#ifdef USE_ENTRY_POINT
- int es = p->edges.size();
-
- float shortest_distance = 1e30;
-
- for (int i = 0; i < es; i++) {
- Polygon::Edge &e = p->edges.write[i];
-
- if (!e.C)
- continue;
-
- Vector3 edge[2] = {
- _get_vertex(p->edges[i].point),
- _get_vertex(p->edges[(i + 1) % es].point)
- };
-
- Vector3 edge_point = Geometry::get_closest_point_to_segment(p->entry, edge);
- float dist = p->entry.distance_to(edge_point);
- if (dist < shortest_distance)
- shortest_distance = dist;
- }
-
- cost += shortest_distance;
+ cost += p->entry.distance_to(end_point);
#else
cost += p->center.distance_to(end_point);
#endif
@@ -404,6 +379,12 @@ Vector<Vector3> Navigation::get_simple_path(const Vector3 &p_start, const Vector
Polygon *p = least_cost_poly->get();
//open the neighbours for search
+ if (p == end_poly) {
+ //oh my reached end! stop algorithm
+ found_route = true;
+ break;
+ }
+
for (int i = 0; i < p->edges.size(); i++) {
Polygon::Edge &e = p->edges.write[i];
@@ -411,7 +392,17 @@ Vector<Vector3> Navigation::get_simple_path(const Vector3 &p_start, const Vector
if (!e.C)
continue;
+#ifdef USE_ENTRY_POINT
+ Vector3 edge[2] = {
+ _get_vertex(p->edges[i].point),
+ _get_vertex(p->edges[(i + 1) % p->edges.size()].point)
+ };
+
+ Vector3 entry = Geometry::get_closest_point_to_segment(p->entry, edge);
+ float distance = p->entry.distance_to(entry) + p->distance;
+#else
float distance = p->center.distance_to(e.C->center) + p->distance;
+#endif
if (e.C->prev_edge != -1) {
//oh this was visited already, can we win the cost?
@@ -420,25 +411,22 @@ Vector<Vector3> Navigation::get_simple_path(const Vector3 &p_start, const Vector
e.C->prev_edge = e.C_edge;
e.C->distance = distance;
+#ifdef USE_ENTRY_POINT
+ e.C->entry = entry;
+#endif
}
} else {
//add to open neighbours
e.C->prev_edge = e.C_edge;
e.C->distance = distance;
+#ifdef USE_ENTRY_POINT
+ e.C->entry = entry;
+#endif
open_list.push_back(e.C);
-
- if (e.C == end_poly) {
- //oh my reached end! stop algorithm
- found_route = true;
- break;
- }
}
}
- if (found_route)
- break;
-
open_list.erase(least_cost_poly);
}
@@ -539,8 +527,12 @@ Vector<Vector3> Navigation::get_simple_path(const Vector3 &p_start, const Vector
path.push_back(end_point);
while (true) {
int prev = p->prev_edge;
+#ifdef USE_ENTRY_POINT
+ Vector3 point = p->entry;
+#else
int prev_n = (p->prev_edge + 1) % p->edges.size();
Vector3 point = (_get_vertex(p->edges[prev].point) + _get_vertex(p->edges[prev_n].point)) * 0.5;
+#endif
path.push_back(point);
p = p->edges[prev].C;
if (p == begin_poly)
diff --git a/scene/gui/check_button.cpp b/scene/gui/check_button.cpp
index 35e3119473..a2d0f388c4 100644
--- a/scene/gui/check_button.cpp
+++ b/scene/gui/check_button.cpp
@@ -34,13 +34,15 @@
#include "servers/visual_server.h"
Size2 CheckButton::get_icon_size() const {
- Ref<Texture> on = Control::get_icon("on");
- Ref<Texture> off = Control::get_icon("off");
+
+ Ref<Texture> on = Control::get_icon(is_disabled() ? "on_disabled" : "on");
+ Ref<Texture> off = Control::get_icon(is_disabled() ? "off_disabled" : "off");
Size2 tex_size = Size2(0, 0);
if (!on.is_null())
tex_size = Size2(on->get_width(), on->get_height());
if (!off.is_null())
tex_size = Size2(MAX(tex_size.width, off->get_width()), MAX(tex_size.height, off->get_height()));
+
return tex_size;
}
@@ -49,9 +51,8 @@ Size2 CheckButton::get_minimum_size() const {
Size2 minsize = Button::get_minimum_size();
Size2 tex_size = get_icon_size();
minsize.width += tex_size.width;
- if (get_text().length() > 0) {
+ if (get_text().length() > 0)
minsize.width += get_constant("hseparation");
- }
Ref<StyleBox> sb = get_stylebox("normal");
minsize.height = MAX(minsize.height, tex_size.height + sb->get_margin(MARGIN_TOP) + sb->get_margin(MARGIN_BOTTOM));
@@ -67,8 +68,8 @@ void CheckButton::_notification(int p_what) {
RID ci = get_canvas_item();
- Ref<Texture> on = Control::get_icon("on");
- Ref<Texture> off = Control::get_icon("off");
+ Ref<Texture> on = Control::get_icon(is_disabled() ? "on_disabled" : "on");
+ Ref<Texture> off = Control::get_icon(is_disabled() ? "off_disabled" : "off");
Ref<StyleBox> sb = get_stylebox("normal");
Vector2 ofs;
diff --git a/scene/gui/tab_container.cpp b/scene/gui/tab_container.cpp
index 6997c2809c..27906e52c9 100644
--- a/scene/gui/tab_container.cpp
+++ b/scene/gui/tab_container.cpp
@@ -732,6 +732,7 @@ void TabContainer::set_tab_title(int p_tab, const String &p_title) {
Control *child = _get_tab(p_tab);
ERR_FAIL_COND(!child);
child->set_meta("_tab_name", p_title);
+ update();
}
String TabContainer::get_tab_title(int p_tab) const {
@@ -749,6 +750,7 @@ void TabContainer::set_tab_icon(int p_tab, const Ref<Texture> &p_icon) {
Control *child = _get_tab(p_tab);
ERR_FAIL_COND(!child);
child->set_meta("_tab_icon", p_icon);
+ update();
}
Ref<Texture> TabContainer::get_tab_icon(int p_tab) const {
diff --git a/scene/gui/text_edit.cpp b/scene/gui/text_edit.cpp
index 9ab30b1976..ec714dc8a3 100644
--- a/scene/gui/text_edit.cpp
+++ b/scene/gui/text_edit.cpp
@@ -2275,6 +2275,30 @@ void TextEdit::_gui_input(const Ref<InputEvent> &p_gui_input) {
k->set_command(true);
k->set_shift(false);
}
+#ifdef APPLE_STYLE_KEYS
+ if (k->get_control() && !k->get_shift() && !k->get_alt() && !k->get_command()) {
+ uint32_t move_cursor_key = KEY_UNKNOWN;
+ switch (k->get_scancode()) {
+ case KEY_F: {
+ move_cursor_key = KEY_RIGHT;
+ } break;
+ case KEY_B: {
+ move_cursor_key = KEY_LEFT;
+ } break;
+ case KEY_P: {
+ move_cursor_key = KEY_UP;
+ } break;
+ case KEY_N: {
+ move_cursor_key = KEY_DOWN;
+ } break;
+ }
+
+ if (move_cursor_key != KEY_UNKNOWN) {
+ k->set_scancode(move_cursor_key);
+ k->set_control(false);
+ }
+ }
+#endif
_reset_caret_blink_timer();
@@ -2596,15 +2620,6 @@ void TextEdit::_gui_input(const Ref<InputEvent> &p_gui_input) {
}
FALLTHROUGH;
}
-#ifdef APPLE_STYLE_KEYS
- case KEY_B: {
- if (!k->get_control()) {
- scancode_handled = false;
- break;
- }
- FALLTHROUGH;
- }
-#endif
case KEY_LEFT: {
if (k->get_shift())
@@ -2681,15 +2696,6 @@ void TextEdit::_gui_input(const Ref<InputEvent> &p_gui_input) {
}
FALLTHROUGH;
}
-#ifdef APPLE_STYLE_KEYS
- case KEY_F: {
- if (!k->get_control()) {
- scancode_handled = false;
- break;
- }
- FALLTHROUGH;
- }
-#endif
case KEY_RIGHT: {
if (k->get_shift())
@@ -2751,15 +2757,6 @@ void TextEdit::_gui_input(const Ref<InputEvent> &p_gui_input) {
}
FALLTHROUGH;
}
-#ifdef APPLE_STYLE_KEYS
- case KEY_P: {
- if (!k->get_control()) {
- scancode_handled = false;
- break;
- }
- FALLTHROUGH;
- }
-#endif
case KEY_UP: {
if (k->get_alt()) {
@@ -2813,15 +2810,6 @@ void TextEdit::_gui_input(const Ref<InputEvent> &p_gui_input) {
}
FALLTHROUGH;
}
-#ifdef APPLE_STYLE_KEYS
- case KEY_N: {
- if (!k->get_control()) {
- scancode_handled = false;
- break;
- }
- FALLTHROUGH;
- }
-#endif
case KEY_DOWN: {
if (k->get_alt()) {
diff --git a/scene/resources/default_theme/default_theme.cpp b/scene/resources/default_theme/default_theme.cpp
index 79d93113b3..b3bd3f47e6 100644
--- a/scene/resources/default_theme/default_theme.cpp
+++ b/scene/resources/default_theme/default_theme.cpp
@@ -359,7 +359,9 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const
theme->set_stylebox("focus", "CheckButton", focus);
theme->set_icon("on", "CheckButton", make_icon(toggle_on_png));
+ theme->set_icon("on_disabled", "CheckButton", make_icon(toggle_on_disabled_png));
theme->set_icon("off", "CheckButton", make_icon(toggle_off_png));
+ theme->set_icon("off_disabled", "CheckButton", make_icon(toggle_off_disabled_png));
theme->set_font("font", "CheckButton", default_font);
@@ -833,14 +835,6 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const
theme->set_constant("autohide", "HSplitContainer", 1 * scale);
theme->set_constant("autohide", "VSplitContainer", 1 * scale);
- // ReferenceRect
-
- Ref<StyleBoxTexture> ttnc = make_stylebox(full_panel_bg_png, 8, 8, 8, 8);
- ttnc->set_draw_center(false);
-
- theme->set_stylebox("panelnc", "Panel", ttnc);
- theme->set_stylebox("panelf", "Panel", tc_sb);
-
Ref<StyleBoxTexture> sb_pc = make_stylebox(tab_container_bg_png, 4, 4, 4, 4, 7, 7, 7, 7);
theme->set_stylebox("panel", "PanelContainer", sb_pc);
diff --git a/scene/resources/default_theme/theme_data.h b/scene/resources/default_theme/theme_data.h
index 2b251e5f81..a09b811b37 100644
--- a/scene/resources/default_theme/theme_data.h
+++ b/scene/resources/default_theme/theme_data.h
@@ -402,10 +402,18 @@ static const unsigned char toggle_off_png[] = {
0x89, 0x50, 0x4e, 0x47, 0xd, 0xa, 0x1a, 0xa, 0x0, 0x0, 0x0, 0xd, 0x49, 0x48, 0x44, 0x52, 0x0, 0x0, 0x0, 0x40, 0x0, 0x0, 0x0, 0x20, 0x8, 0x3, 0x0, 0x0, 0x0, 0x95, 0x43, 0x8e, 0xb6, 0x0, 0x0, 0x1, 0x7a, 0x50, 0x4c, 0x54, 0x45, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x14, 0x14, 0x17, 0x20, 0x20, 0x25, 0x24, 0x24, 0x28, 0x24, 0x24, 0x29, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x10, 0x10, 0x13, 0x22, 0x22, 0x27, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x19, 0x19, 0x1c, 0x1a, 0x1a, 0x1d, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x11, 0x11, 0x14, 0x12, 0x12, 0x14, 0x23, 0x23, 0x27, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x15, 0x15, 0x18, 0x20, 0x20, 0x25, 0x20, 0x20, 0x24, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x24, 0x24, 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};
+static const unsigned char toggle_off_disabled_png[] = {
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+};
+
static const unsigned char toggle_on_png[] = {
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};
+static const unsigned char toggle_on_disabled_png[] = {
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+};
+
static const unsigned char tool_button_pressed_png[] = {
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};
diff --git a/scene/resources/default_theme/toggle_off_disabled.png b/scene/resources/default_theme/toggle_off_disabled.png
new file mode 100644
index 0000000000..d65a9d8e64
--- /dev/null
+++ b/scene/resources/default_theme/toggle_off_disabled.png
Binary files differ
diff --git a/scene/resources/default_theme/toggle_on_disabled.png b/scene/resources/default_theme/toggle_on_disabled.png
new file mode 100644
index 0000000000..ca4dbe211f
--- /dev/null
+++ b/scene/resources/default_theme/toggle_on_disabled.png
Binary files differ