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-rw-r--r--core/object/object.cpp2
-rw-r--r--core/object/object.h32
2 files changed, 18 insertions, 16 deletions
diff --git a/core/object/object.cpp b/core/object/object.cpp
index d27e0d7621..105f9560d6 100644
--- a/core/object/object.cpp
+++ b/core/object/object.cpp
@@ -1473,6 +1473,8 @@ void Object::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_indexed", "property_path"), &Object::_get_indexed_bind);
ClassDB::bind_method(D_METHOD("get_property_list"), &Object::_get_property_list_bind);
ClassDB::bind_method(D_METHOD("get_method_list"), &Object::_get_method_list_bind);
+ ClassDB::bind_method(D_METHOD("property_can_revert", "property"), &Object::property_can_revert);
+ ClassDB::bind_method(D_METHOD("property_get_revert", "property"), &Object::property_get_revert);
ClassDB::bind_method(D_METHOD("notification", "what", "reversed"), &Object::notification, DEFVAL(false));
ClassDB::bind_method(D_METHOD("to_string"), &Object::to_string);
ClassDB::bind_method(D_METHOD("get_instance_id"), &Object::get_instance_id);
diff --git a/core/object/object.h b/core/object/object.h
index 9416eb7762..446550f91f 100644
--- a/core/object/object.h
+++ b/core/object/object.h
@@ -113,22 +113,21 @@ enum PropertyUsageFlags {
PROPERTY_USAGE_RESTART_IF_CHANGED = 1 << 11,
PROPERTY_USAGE_SCRIPT_VARIABLE = 1 << 12,
PROPERTY_USAGE_STORE_IF_NULL = 1 << 13,
- PROPERTY_USAGE_ANIMATE_AS_TRIGGER = 1 << 14,
- PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED = 1 << 15,
- PROPERTY_USAGE_SCRIPT_DEFAULT_VALUE = 1 << 16,
- PROPERTY_USAGE_CLASS_IS_ENUM = 1 << 17,
- PROPERTY_USAGE_NIL_IS_VARIANT = 1 << 18,
- PROPERTY_USAGE_INTERNAL = 1 << 19,
- PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE = 1 << 20, // If the object is duplicated also this property will be duplicated.
- PROPERTY_USAGE_HIGH_END_GFX = 1 << 21,
- PROPERTY_USAGE_NODE_PATH_FROM_SCENE_ROOT = 1 << 22,
- PROPERTY_USAGE_RESOURCE_NOT_PERSISTENT = 1 << 23,
- PROPERTY_USAGE_KEYING_INCREMENTS = 1 << 24, // Used in inspector to increment property when keyed in animation player.
- PROPERTY_USAGE_DEFERRED_SET_RESOURCE = 1 << 25, // when loading, the resource for this property can be set at the end of loading.
- PROPERTY_USAGE_EDITOR_INSTANTIATE_OBJECT = 1 << 26, // For Object properties, instantiate them when creating in editor.
- PROPERTY_USAGE_EDITOR_BASIC_SETTING = 1 << 27, //for project or editor settings, show when basic settings are selected.
- PROPERTY_USAGE_READ_ONLY = 1 << 28, // Mark a property as read-only in the inspector.
- PROPERTY_USAGE_ARRAY = 1 << 29, // Used in the inspector to group properties as elements of an array.
+ PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED = 1 << 14,
+ PROPERTY_USAGE_SCRIPT_DEFAULT_VALUE = 1 << 15,
+ PROPERTY_USAGE_CLASS_IS_ENUM = 1 << 16,
+ PROPERTY_USAGE_NIL_IS_VARIANT = 1 << 17,
+ PROPERTY_USAGE_INTERNAL = 1 << 18,
+ PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE = 1 << 19, // If the object is duplicated also this property will be duplicated.
+ PROPERTY_USAGE_HIGH_END_GFX = 1 << 20,
+ PROPERTY_USAGE_NODE_PATH_FROM_SCENE_ROOT = 1 << 21,
+ PROPERTY_USAGE_RESOURCE_NOT_PERSISTENT = 1 << 22,
+ PROPERTY_USAGE_KEYING_INCREMENTS = 1 << 23, // Used in inspector to increment property when keyed in animation player.
+ PROPERTY_USAGE_DEFERRED_SET_RESOURCE = 1 << 24, // when loading, the resource for this property can be set at the end of loading.
+ PROPERTY_USAGE_EDITOR_INSTANTIATE_OBJECT = 1 << 25, // For Object properties, instantiate them when creating in editor.
+ PROPERTY_USAGE_EDITOR_BASIC_SETTING = 1 << 26, //for project or editor settings, show when basic settings are selected.
+ PROPERTY_USAGE_READ_ONLY = 1 << 27, // Mark a property as read-only in the inspector.
+ PROPERTY_USAGE_ARRAY = 1 << 28, // Used in the inspector to group properties as elements of an array.
PROPERTY_USAGE_DEFAULT = PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_EDITOR,
PROPERTY_USAGE_DEFAULT_INTL = PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_INTERNATIONALIZED,
@@ -557,6 +556,7 @@ public:
CONNECT_PERSIST = 2, // hint for scene to save this connection
CONNECT_ONE_SHOT = 4,
CONNECT_REFERENCE_COUNTED = 8,
+ CONNECT_INHERITED = 16, // Used in editor builds.
};
struct Connection {