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-rw-r--r--editor/editor_log.cpp17
-rw-r--r--editor/editor_log.h3
-rw-r--r--editor/editor_node.cpp13
-rw-r--r--editor/editor_node.h1
-rw-r--r--editor/editor_settings.cpp3
-rw-r--r--editor/editor_themes.cpp2
-rw-r--r--editor/filesystem_dock.cpp32
-rw-r--r--editor/filesystem_dock.h1
-rw-r--r--editor/import/resource_importer_scene.cpp18
-rw-r--r--editor/plugins/script_editor_plugin.cpp22
-rw-r--r--editor/plugins/script_editor_plugin.h1
-rw-r--r--editor/plugins/sprite_frames_editor_plugin.cpp47
-rw-r--r--editor/plugins/visual_shader_editor_plugin.cpp174
-rw-r--r--editor/script_create_dialog.cpp70
-rw-r--r--editor/script_create_dialog.h1
-rw-r--r--editor/spatial_editor_gizmos.cpp6
16 files changed, 249 insertions, 162 deletions
diff --git a/editor/editor_log.cpp b/editor/editor_log.cpp
index aaca47622d..b5cdc76115 100644
--- a/editor/editor_log.cpp
+++ b/editor/editor_log.cpp
@@ -78,10 +78,19 @@ void EditorLog::_clear_request() {
tool_button->set_icon(Ref<Texture>());
}
+void EditorLog::_copy_request() {
+
+ log->selection_copy();
+}
+
void EditorLog::clear() {
_clear_request();
}
+void EditorLog::copy() {
+ _copy_request();
+}
+
void EditorLog::add_message(const String &p_msg, MessageType p_type) {
log->add_newline();
@@ -125,7 +134,9 @@ void EditorLog::_undo_redo_cbk(void *p_self, const String &p_name) {
void EditorLog::_bind_methods() {
ClassDB::bind_method(D_METHOD("_clear_request"), &EditorLog::_clear_request);
+ ClassDB::bind_method(D_METHOD("_copy_request"), &EditorLog::_copy_request);
ADD_SIGNAL(MethodInfo("clear_request"));
+ ADD_SIGNAL(MethodInfo("copy_request"));
}
EditorLog::EditorLog() {
@@ -139,6 +150,12 @@ EditorLog::EditorLog() {
title->set_h_size_flags(SIZE_EXPAND_FILL);
hb->add_child(title);
+ copybutton = memnew(Button);
+ hb->add_child(copybutton);
+ copybutton->set_text(TTR("Copy"));
+ copybutton->set_shortcut(ED_SHORTCUT("editor/copy_output", TTR("Copy Selection"), KEY_MASK_CMD | KEY_C));
+ copybutton->connect("pressed", this, "_copy_request");
+
clearbutton = memnew(Button);
hb->add_child(clearbutton);
clearbutton->set_text(TTR("Clear"));
diff --git a/editor/editor_log.h b/editor/editor_log.h
index 13318fd68f..bb56bd34fe 100644
--- a/editor/editor_log.h
+++ b/editor/editor_log.h
@@ -48,6 +48,7 @@ class EditorLog : public VBoxContainer {
GDCLASS(EditorLog, VBoxContainer);
Button *clearbutton;
+ Button *copybutton;
Label *title;
RichTextLabel *log;
HBoxContainer *title_hb;
@@ -62,6 +63,7 @@ class EditorLog : public VBoxContainer {
//void _dragged(const Point2& p_ofs);
void _clear_request();
+ void _copy_request();
static void _undo_redo_cbk(void *p_self, const String &p_name);
protected:
@@ -80,6 +82,7 @@ public:
void deinit();
void clear();
+ void copy();
EditorLog();
~EditorLog();
};
diff --git a/editor/editor_node.cpp b/editor/editor_node.cpp
index 8703076a57..fed1f6b4fa 100644
--- a/editor/editor_node.cpp
+++ b/editor/editor_node.cpp
@@ -1271,6 +1271,11 @@ void EditorNode::_dialog_action(String p_file) {
switch (current_option) {
case FILE_NEW_INHERITED_SCENE: {
+ Node *scene = editor_data.get_edited_scene_root();
+ // If the previous scene is rootless, just close it in favor of the new one.
+ if (!scene)
+ _menu_option_confirm(FILE_CLOSE, false);
+
load_scene(p_file, false, true);
} break;
case FILE_OPEN_SCENE: {
@@ -3245,6 +3250,12 @@ InspectorDock *EditorNode::get_inspector_dock() {
return inspector_dock;
}
+void EditorNode::_inherit_request(String p_file) {
+
+ current_option = FILE_NEW_INHERITED_SCENE;
+ _dialog_action(p_file);
+}
+
void EditorNode::_instance_request(const Vector<String> &p_files) {
request_instance_scenes(p_files);
@@ -5018,6 +5029,7 @@ void EditorNode::_bind_methods() {
ClassDB::bind_method("_get_scene_metadata", &EditorNode::_get_scene_metadata);
ClassDB::bind_method("set_edited_scene", &EditorNode::set_edited_scene);
ClassDB::bind_method("open_request", &EditorNode::open_request);
+ ClassDB::bind_method("_inherit_request", &EditorNode::_inherit_request);
ClassDB::bind_method("_instance_request", &EditorNode::_instance_request);
ClassDB::bind_method("_close_messages", &EditorNode::_close_messages);
ClassDB::bind_method("_show_messages", &EditorNode::_show_messages);
@@ -5986,6 +5998,7 @@ EditorNode::EditorNode() {
filesystem_dock = memnew(FileSystemDock(this));
filesystem_dock->connect("open", this, "open_request");
+ filesystem_dock->connect("inherit", this, "_inherit_request");
filesystem_dock->connect("instance", this, "_instance_request");
filesystem_dock->connect("display_mode_changed", this, "_save_docks");
diff --git a/editor/editor_node.h b/editor/editor_node.h
index 0084d421f9..cfe8bf9ec4 100644
--- a/editor/editor_node.h
+++ b/editor/editor_node.h
@@ -474,6 +474,7 @@ private:
int _next_unsaved_scene(bool p_valid_filename, int p_start = 0);
void _discard_changes(const String &p_str = String());
+ void _inherit_request(String p_file);
void _instance_request(const Vector<String> &p_files);
void _display_top_editors(bool p_display);
diff --git a/editor/editor_settings.cpp b/editor/editor_settings.cpp
index e80d3e1b37..c32dcb0ace 100644
--- a/editor/editor_settings.cpp
+++ b/editor/editor_settings.cpp
@@ -973,6 +973,9 @@ void EditorSettings::setup_network() {
// link-local IPv6 addresses don't work, skipping them
if (ip.begins_with("fe80:0:0:0:")) // fe80::/64
continue;
+ // Same goes for IPv4 link-local (APIPA) addresses.
+ if (ip.begins_with("169.254.")) // 169.254.0.0/16
+ continue;
if (ip == current)
lip = current; //so it saves
if (hint != "")
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/filesystem_dock.cpp b/editor/filesystem_dock.cpp
index 6248680a52..5ce22154e0 100644
--- a/editor/filesystem_dock.cpp
+++ b/editor/filesystem_dock.cpp
@@ -462,6 +462,7 @@ void FileSystemDock::_navigate_to_path(const String &p_path, bool p_select_in_fa
_update_tree(_compute_uncollapsed_paths(), false, p_select_in_favorites);
if (display_mode == DISPLAY_MODE_SPLIT) {
_update_file_list(false);
+ files->get_v_scroll()->set_value(0);
}
String file_name = p_path.get_file();
@@ -1489,12 +1490,28 @@ void FileSystemDock::_file_option(int p_option, const Vector<String> p_selected)
} break;
case FILE_OPEN: {
+ // Open folders
+ TreeItem *selected = tree->get_root();
+ selected = tree->get_next_selected(selected);
+ while (selected) {
+ if (p_selected.find(selected->get_metadata(0)) >= 0) {
+ selected->set_collapsed(false);
+ }
+ selected = tree->get_next_selected(selected);
+ }
// Open the file
for (int i = 0; i < p_selected.size(); i++) {
_select_file(p_selected[i]);
}
} break;
+ case FILE_INHERIT: {
+ // Create a new scene inherited from the selected one
+ if (p_selected.size() == 1) {
+ emit_signal("inherit", p_selected[0]);
+ }
+ } break;
+
case FILE_INSTANCE: {
// Instance all selected scenes
Vector<String> paths;
@@ -2061,13 +2078,16 @@ void FileSystemDock::_file_and_folders_fill_popup(PopupMenu *p_popup, Vector<Str
if (all_files) {
- if (all_files_scenes && filenames.size() >= 1) {
- p_popup->add_item(TTR("Open Scene(s)"), FILE_OPEN);
+ if (all_files_scenes) {
+ if (filenames.size() == 1) {
+ p_popup->add_item(TTR("Open Scene"), FILE_OPEN);
+ p_popup->add_item(TTR("New Inherited Scene"), FILE_INHERIT);
+ } else {
+ p_popup->add_item(TTR("Open Scenes"), FILE_OPEN);
+ }
p_popup->add_item(TTR("Instance"), FILE_INSTANCE);
p_popup->add_separator();
- }
-
- if (!all_files_scenes && filenames.size() == 1) {
+ } else if (filenames.size() == 1) {
p_popup->add_item(TTR("Open"), FILE_OPEN);
p_popup->add_separator();
}
@@ -2368,8 +2388,8 @@ void FileSystemDock::_bind_methods() {
ClassDB::bind_method(D_METHOD("_feature_profile_changed"), &FileSystemDock::_feature_profile_changed);
+ ADD_SIGNAL(MethodInfo("inherit", PropertyInfo(Variant::STRING, "file")));
ADD_SIGNAL(MethodInfo("instance", PropertyInfo(Variant::POOL_STRING_ARRAY, "files")));
- ADD_SIGNAL(MethodInfo("open"));
ADD_SIGNAL(MethodInfo("file_removed", PropertyInfo(Variant::STRING, "file")));
ADD_SIGNAL(MethodInfo("folder_removed", PropertyInfo(Variant::STRING, "folder")));
diff --git a/editor/filesystem_dock.h b/editor/filesystem_dock.h
index 8b27938c8a..9d20544ac2 100644
--- a/editor/filesystem_dock.h
+++ b/editor/filesystem_dock.h
@@ -73,6 +73,7 @@ public:
private:
enum FileMenu {
FILE_OPEN,
+ FILE_INHERIT,
FILE_INSTANCE,
FILE_ADD_FAVORITE,
FILE_REMOVE_FAVORITE,
diff --git a/editor/import/resource_importer_scene.cpp b/editor/import/resource_importer_scene.cpp
index 1de276b940..5ac7bc3bc8 100644
--- a/editor/import/resource_importer_scene.cpp
+++ b/editor/import/resource_importer_scene.cpp
@@ -708,6 +708,10 @@ void ResourceImporterScene::_create_clips(Node *scene, const Array &p_clips, boo
default_anim->transform_track_interpolate(j, from, &p, &q, &s);
new_anim->transform_track_insert_key(dtrack, 0, p, q, s);
}
+ if (default_anim->track_get_type(j) == Animation::TYPE_VALUE) {
+ Variant var = default_anim->value_track_interpolate(j, from);
+ new_anim->track_insert_key(dtrack, 0, var);
+ }
}
}
@@ -718,6 +722,10 @@ void ResourceImporterScene::_create_clips(Node *scene, const Array &p_clips, boo
default_anim->transform_track_get_key(j, k, &p, &q, &s);
new_anim->transform_track_insert_key(dtrack, kt - from, p, q, s);
}
+ if (default_anim->track_get_type(j) == Animation::TYPE_VALUE) {
+ Variant var = default_anim->track_get_key_value(j, k);
+ new_anim->track_insert_key(dtrack, kt - from, var);
+ }
}
if (dtrack != -1 && kt >= to) {
@@ -729,6 +737,10 @@ void ResourceImporterScene::_create_clips(Node *scene, const Array &p_clips, boo
default_anim->transform_track_interpolate(j, to, &p, &q, &s);
new_anim->transform_track_insert_key(dtrack, to - from, p, q, s);
}
+ if (default_anim->track_get_type(j) == Animation::TYPE_VALUE) {
+ Variant var = default_anim->value_track_interpolate(j, to);
+ new_anim->track_insert_key(dtrack, to - from, var);
+ }
}
}
@@ -746,6 +758,12 @@ void ResourceImporterScene::_create_clips(Node *scene, const Array &p_clips, boo
default_anim->transform_track_interpolate(j, to, &p, &q, &s);
new_anim->transform_track_insert_key(dtrack, to - from, p, q, s);
}
+ if (default_anim->track_get_type(j) == Animation::TYPE_VALUE) {
+ Variant var = default_anim->value_track_interpolate(j, from);
+ new_anim->track_insert_key(dtrack, 0, var);
+ Variant to_var = default_anim->value_track_interpolate(j, to);
+ new_anim->track_insert_key(dtrack, to - from, to_var);
+ }
}
}
diff --git a/editor/plugins/script_editor_plugin.cpp b/editor/plugins/script_editor_plugin.cpp
index 0982da784f..92579e5cef 100644
--- a/editor/plugins/script_editor_plugin.cpp
+++ b/editor/plugins/script_editor_plugin.cpp
@@ -603,6 +603,8 @@ void ScriptEditor::_close_tab(int p_idx, bool p_save, bool p_history_back) {
idx = history[history_pos].control->get_index();
}
tab_container->set_current_tab(idx);
+ } else {
+ _update_selected_editor_menu();
}
_update_history_arrows();
@@ -1002,6 +1004,9 @@ void ScriptEditor::_menu_option(int p_option) {
save_all_scripts();
} break;
+ case SEARCH_IN_FILES: {
+ _on_find_in_files_requested("");
+ } break;
case SEARCH_HELP: {
help_search_dialog->popup_dialog();
@@ -2694,10 +2699,22 @@ void ScriptEditor::_update_selected_editor_menu() {
}
EditorHelp *eh = Object::cast_to<EditorHelp>(tab_container->get_current_tab_control());
+ script_search_menu->get_popup()->clear();
if (eh) {
+
+ script_search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/find", TTR("Find..."), KEY_MASK_CMD | KEY_F), HELP_SEARCH_FIND);
+ script_search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/find_next", TTR("Find Next"), KEY_F3), HELP_SEARCH_FIND_NEXT);
+ script_search_menu->get_popup()->add_separator();
+ script_search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/find_in_files", TTR("Find in Files"), KEY_MASK_CMD | KEY_MASK_SHIFT | KEY_F), SEARCH_IN_FILES);
script_search_menu->show();
} else {
- script_search_menu->hide();
+
+ if (tab_container->get_child_count() == 0) {
+ script_search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/find_in_files", TTR("Find in Files"), KEY_MASK_CMD | KEY_MASK_SHIFT | KEY_F), SEARCH_IN_FILES);
+ script_search_menu->show();
+ } else {
+ script_search_menu->hide();
+ }
}
}
@@ -3109,10 +3126,7 @@ ScriptEditor::ScriptEditor(EditorNode *p_editor) {
script_search_menu->set_text(TTR("Search"));
script_search_menu->set_switch_on_hover(true);
script_search_menu->get_popup()->set_hide_on_window_lose_focus(true);
- script_search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/find", TTR("Find..."), KEY_MASK_CMD | KEY_F), HELP_SEARCH_FIND);
- script_search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/find_next", TTR("Find Next"), KEY_F3), HELP_SEARCH_FIND_NEXT);
script_search_menu->get_popup()->connect("id_pressed", this, "_menu_option");
- script_search_menu->hide();
debug_menu = memnew(MenuButton);
menu_hb->add_child(debug_menu);
diff --git a/editor/plugins/script_editor_plugin.h b/editor/plugins/script_editor_plugin.h
index a17fed1e06..683fa881f8 100644
--- a/editor/plugins/script_editor_plugin.h
+++ b/editor/plugins/script_editor_plugin.h
@@ -157,6 +157,7 @@ class ScriptEditor : public PanelContainer {
DEBUG_SHOW,
DEBUG_SHOW_KEEP_OPEN,
DEBUG_WITH_EXTERNAL_EDITOR,
+ SEARCH_IN_FILES,
SEARCH_HELP,
SEARCH_WEBSITE,
REQUEST_DOCS,
diff --git a/editor/plugins/sprite_frames_editor_plugin.cpp b/editor/plugins/sprite_frames_editor_plugin.cpp
index 6edd19901b..c509202a88 100644
--- a/editor/plugins/sprite_frames_editor_plugin.cpp
+++ b/editor/plugins/sprite_frames_editor_plugin.cpp
@@ -51,32 +51,42 @@ void SpriteFramesEditor::_open_sprite_sheet() {
}
void SpriteFramesEditor::_sheet_preview_draw() {
+
Size2i size = split_sheet_preview->get_size();
int h = split_sheet_h->get_value();
int v = split_sheet_v->get_value();
+ int width = size.width / h;
+ int height = size.height / v;
const float a = 0.3;
for (int i = 1; i < h; i++) {
- for (int j = 1; j < v; j++) {
- int x = i * size.width / h;
- int y = j * size.height / v;
+ int x = i * width;
+ split_sheet_preview->draw_line(Point2(x, 0), Point2(x, size.height), Color(1, 1, 1, a));
+ split_sheet_preview->draw_line(Point2(x + 1, 0), Point2(x + 1, size.height), Color(0, 0, 0, a));
- split_sheet_preview->draw_line(Point2(x, 0), Point2(x, size.height), Color(1, 1, 1, a));
- split_sheet_preview->draw_line(Point2(x + 1, 0), Point2(x + 1, size.height), Color(0, 0, 0, a));
+ for (int j = 1; j < v; j++) {
+
+ int y = j * height;
split_sheet_preview->draw_line(Point2(0, y), Point2(size.width, y), Color(1, 1, 1, a));
split_sheet_preview->draw_line(Point2(0, y + 1), Point2(size.width, y + 1), Color(0, 0, 0, a));
}
}
+ if (frames_selected.size() == 0) {
+ split_sheet_dialog->get_ok()->set_disabled(true);
+ split_sheet_dialog->get_ok()->set_text(TTR("No Frames Selected"));
+ return;
+ }
+
Color accent = get_color("accent_color", "Editor");
for (Set<int>::Element *E = frames_selected.front(); E; E = E->next()) {
int idx = E->get();
- int x = (idx % h) * size.width / h;
- int y = (idx / v) * size.height / v;
- int width = size.width / h;
- int height = size.height / v;
+ int xp = idx % h;
+ int yp = (idx - xp) / h;
+ int x = xp * width;
+ int y = yp * height;
split_sheet_preview->draw_rect(Rect2(x + 5, y + 5, width - 10, height - 10), Color(0, 0, 0, 0.35), true);
split_sheet_preview->draw_rect(Rect2(x + 0, y + 0, width - 0, height - 0), Color(0, 0, 0, 1), false);
@@ -87,13 +97,8 @@ void SpriteFramesEditor::_sheet_preview_draw() {
split_sheet_preview->draw_rect(Rect2(x + 5, y + 5, width - 10, height - 10), Color(0, 0, 0, 1), false);
}
- if (frames_selected.size() == 0) {
- split_sheet_dialog->get_ok()->set_disabled(true);
- split_sheet_dialog->get_ok()->set_text(TTR("No Frames Selected"));
- } else {
- split_sheet_dialog->get_ok()->set_disabled(false);
- split_sheet_dialog->get_ok()->set_text(vformat(TTR("Add %d Frame(s)"), frames_selected.size()));
- }
+ split_sheet_dialog->get_ok()->set_disabled(false);
+ split_sheet_dialog->get_ok()->set_text(vformat(TTR("Add %d Frame(s)"), frames_selected.size()));
}
void SpriteFramesEditor::_sheet_preview_input(const Ref<InputEvent> &p_event) {
@@ -149,10 +154,12 @@ void SpriteFramesEditor::_sheet_add_frames() {
for (Set<int>::Element *E = frames_selected.front(); E; E = E->next()) {
int idx = E->get();
- int x = (idx % h) * size.width / h;
- int y = (idx / v) * size.height / v;
int width = size.width / h;
int height = size.height / v;
+ int xp = idx % h;
+ int yp = (idx - xp) / h;
+ int x = xp * width;
+ int y = yp * height;
Ref<AtlasTexture> at;
at.instance();
@@ -456,6 +463,10 @@ void SpriteFramesEditor::_animation_select() {
if (updating)
return;
+ double value = anim_speed->get_line_edit()->get_text().to_double();
+ if (!Math::is_equal_approx(value, frames->get_animation_speed(edited_anim)))
+ _animation_fps_changed(value);
+
TreeItem *selected = animations->get_selected();
ERR_FAIL_COND(!selected);
edited_anim = selected->get_text(0);
diff --git a/editor/plugins/visual_shader_editor_plugin.cpp b/editor/plugins/visual_shader_editor_plugin.cpp
index f8261fe949..f3eb5d1483 100644
--- a/editor/plugins/visual_shader_editor_plugin.cpp
+++ b/editor/plugins/visual_shader_editor_plugin.cpp
@@ -58,10 +58,14 @@ void VisualShaderNodePlugin::_bind_methods() {
void VisualShaderEditor::edit(VisualShader *p_visual_shader) {
- bool was_null = false;
+ bool changed = false;
if (p_visual_shader) {
if (visual_shader.is_null()) {
- was_null = true;
+ changed = true;
+ } else {
+ if (visual_shader.ptr() != p_visual_shader) {
+ changed = true;
+ }
}
visual_shader = Ref<VisualShader>(p_visual_shader);
} else {
@@ -71,7 +75,7 @@ void VisualShaderEditor::edit(VisualShader *p_visual_shader) {
if (visual_shader.is_null()) {
hide();
} else {
- if (was_null) { // to avoid tree collapse
+ if (changed) { // to avoid tree collapse
_update_options_menu();
}
_update_graph();
@@ -1456,22 +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));
/////////////////
@@ -1479,81 +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 0f851c526d..751ae4fcf7 100644
--- a/editor/script_create_dialog.cpp
+++ b/editor/script_create_dialog.cpp
@@ -511,17 +511,15 @@ void ScriptCreateDialog::_update_dialog() {
// Is Script Valid (order from top to bottom)
get_ok()->set_disabled(true);
- if (!is_built_in) {
- if (!is_path_valid) {
- _msg_script_valid(false, TTR("Invalid path."));
- script_ok = false;
- }
+ if (!is_built_in && !is_path_valid) {
+ _msg_script_valid(false, TTR("Invalid path."));
+ script_ok = false;
}
if (has_named_classes && (is_new_script_created && !is_class_name_valid)) {
_msg_script_valid(false, TTR("Invalid class name."));
script_ok = false;
}
- if (!is_parent_name_valid) {
+ if (!is_parent_name_valid && is_new_script_created) {
_msg_script_valid(false, TTR("Invalid inherited parent name or path."));
script_ok = false;
}
@@ -569,23 +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."));
}
@@ -659,32 +656,17 @@ ScriptCreateDialog::ScriptCreateDialog() {
status_panel->add_style_override("panel", EditorNode::get_singleton()->get_gui_base()->get_stylebox("bg", "Tree"));
status_panel->add_child(vb);
- /* Margins */
+ /* Spacing */
- Control *empty_h = memnew(Control);
- empty_h->set_name("empty_h"); //duplicate() doesn't like nodes without a name
- empty_h->set_h_size_flags(Control::SIZE_EXPAND_FILL);
- empty_h->set_v_size_flags(Control::SIZE_EXPAND_FILL);
- empty_h->set_custom_minimum_size(Size2(0, 10 * EDSCALE));
- Control *empty_v = memnew(Control);
- empty_v->set_name("empty_v");
- empty_v->set_h_size_flags(Control::SIZE_EXPAND_FILL);
- empty_v->set_v_size_flags(Control::SIZE_EXPAND_FILL);
- empty_v->set_custom_minimum_size(Size2(10, 0 * EDSCALE));
+ Control *spacing = memnew(Control);
+ spacing->set_custom_minimum_size(Size2(0, 10 * EDSCALE));
vb = memnew(VBoxContainer);
- vb->add_child(empty_h->duplicate());
vb->add_child(gc);
- vb->add_child(empty_h->duplicate());
+ vb->add_child(spacing);
vb->add_child(status_panel);
- vb->add_child(empty_h->duplicate());
hb = memnew(HBoxContainer);
- hb->add_child(empty_v->duplicate());
hb->add_child(vb);
- hb->add_child(empty_v->duplicate());
-
- memdelete(empty_h);
- memdelete(empty_v);
add_child(hb);
@@ -693,8 +675,7 @@ ScriptCreateDialog::ScriptCreateDialog() {
language_menu = memnew(OptionButton);
language_menu->set_custom_minimum_size(Size2(250, 0) * EDSCALE);
language_menu->set_h_size_flags(SIZE_EXPAND_FILL);
- l = memnew(Label);
- l->set_text(TTR("Language"));
+ l = memnew(Label(TTR("Language")));
l->set_align(Label::ALIGN_RIGHT);
gc->add_child(l);
gc->add_child(language_menu);
@@ -743,8 +724,7 @@ ScriptCreateDialog::ScriptCreateDialog() {
parent_browse_button->set_flat(true);
parent_browse_button->connect("pressed", this, "_browse_path", varray(true, false));
hb->add_child(parent_browse_button);
- l = memnew(Label);
- l->set_text(TTR("Inherits"));
+ l = memnew(Label(TTR("Inherits")));
l->set_align(Label::ALIGN_RIGHT);
gc->add_child(l);
gc->add_child(hb);
@@ -755,8 +735,7 @@ ScriptCreateDialog::ScriptCreateDialog() {
class_name = memnew(LineEdit);
class_name->connect("text_changed", this, "_class_name_changed");
class_name->set_h_size_flags(SIZE_EXPAND_FILL);
- l = memnew(Label);
- l->set_text(TTR("Class Name"));
+ l = memnew(Label(TTR("Class Name")));
l->set_align(Label::ALIGN_RIGHT);
gc->add_child(l);
gc->add_child(class_name);
@@ -764,8 +743,7 @@ ScriptCreateDialog::ScriptCreateDialog() {
/* Templates */
template_menu = memnew(OptionButton);
- l = memnew(Label);
- l->set_text(TTR("Template"));
+ l = memnew(Label(TTR("Template")));
l->set_align(Label::ALIGN_RIGHT);
gc->add_child(l);
gc->add_child(template_menu);
@@ -774,14 +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);
- l->set_text(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 */
@@ -796,8 +773,7 @@ ScriptCreateDialog::ScriptCreateDialog() {
path_button->set_flat(true);
path_button->connect("pressed", this, "_browse_path", varray(false, true));
hb->add_child(path_button);
- l = memnew(Label);
- l->set_text(TTR("Path"));
+ l = memnew(Label(TTR("Path")));
l->set_align(Label::ALIGN_RIGHT);
gc->add_child(l);
gc->add_child(hb);
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/editor/spatial_editor_gizmos.cpp b/editor/spatial_editor_gizmos.cpp
index f540b386aa..104bac190e 100644
--- a/editor/spatial_editor_gizmos.cpp
+++ b/editor/spatial_editor_gizmos.cpp
@@ -571,9 +571,11 @@ bool EditorSpatialGizmo::intersect_ray(Camera *p_camera, const Point2 &p_point,
Transform orig_camera_transform = p_camera->get_camera_transform();
- if (orig_camera_transform.origin.distance_squared_to(t.origin) > 0.01) {
+ if (orig_camera_transform.origin.distance_squared_to(t.origin) > 0.01 &&
+ ABS(orig_camera_transform.basis.get_axis(Vector3::AXIS_Z).dot(Vector3(0, 1, 0))) < 0.99) {
p_camera->look_at(t.origin, Vector3(0, 1, 0));
}
+
Vector3 c0 = t.xform(Vector3(selectable_icon_size, selectable_icon_size, 0) * scale);
Vector3 c1 = t.xform(Vector3(-selectable_icon_size, -selectable_icon_size, 0) * scale);
@@ -582,7 +584,7 @@ bool EditorSpatialGizmo::intersect_ray(Camera *p_camera, const Point2 &p_point,
p_camera->set_global_transform(orig_camera_transform);
- Rect2 rect(p0, p1 - p0);
+ Rect2 rect(p0, (p1 - p0).abs());
rect.set_position(center - rect.get_size() / 2.0);