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-rw-r--r--editor/editor_audio_buses.cpp3
-rw-r--r--editor/plugins/canvas_item_editor_plugin.cpp2
-rw-r--r--editor/plugins/visual_shader_editor_plugin.cpp4
3 files changed, 5 insertions, 4 deletions
diff --git a/editor/editor_audio_buses.cpp b/editor/editor_audio_buses.cpp
index b331a39535..acfdea28e2 100644
--- a/editor/editor_audio_buses.cpp
+++ b/editor/editor_audio_buses.cpp
@@ -1329,7 +1329,8 @@ EditorAudioBuses::EditorAudioBuses() {
add_child(top_hb);
file = memnew(Label);
- file->set_text(String(TTR("Layout")) + ": " + "default_bus_layout.tres");
+ String layout_path = ProjectSettings::get_singleton()->get("audio/default_bus_layout");
+ file->set_text(String(TTR("Layout")) + ": " + layout_path.get_file());
file->set_clip_text(true);
file->set_h_size_flags(SIZE_EXPAND_FILL);
top_hb->add_child(file);
diff --git a/editor/plugins/canvas_item_editor_plugin.cpp b/editor/plugins/canvas_item_editor_plugin.cpp
index 9e338186f2..c9dde5d54d 100644
--- a/editor/plugins/canvas_item_editor_plugin.cpp
+++ b/editor/plugins/canvas_item_editor_plugin.cpp
@@ -5618,7 +5618,7 @@ CanvasItemEditor::CanvasItemEditor(EditorNode *p_editor) {
key_auto_insert_button->set_toggle_mode(true);
key_auto_insert_button->set_focus_mode(FOCUS_NONE);
//key_auto_insert_button->connect("pressed", this, "_popup_callback", varray(ANIM_INSERT_KEY));
- key_auto_insert_button->set_tooltip(TTR("Auto insert keys when objects are translated, rotated on scaled (based on mask).\nKeys are only added to existing tracks, no new tracks will be created.\nKeys must be inserted manually for the first time."));
+ key_auto_insert_button->set_tooltip(TTR("Auto insert keys when objects are translated, rotated or scaled (based on mask).\nKeys are only added to existing tracks, no new tracks will be created.\nKeys must be inserted manually for the first time."));
key_auto_insert_button->set_shortcut(ED_SHORTCUT("canvas_item_editor/anim_auto_insert_key", TTR("Auto Insert Key")));
animation_hb->add_child(key_auto_insert_button);
diff --git a/editor/plugins/visual_shader_editor_plugin.cpp b/editor/plugins/visual_shader_editor_plugin.cpp
index 90eb3045df..1a74779fb5 100644
--- a/editor/plugins/visual_shader_editor_plugin.cpp
+++ b/editor/plugins/visual_shader_editor_plugin.cpp
@@ -2462,7 +2462,7 @@ VisualShaderEditor::VisualShaderEditor() {
add_options.push_back(AddOption("Darken", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Darken operator."), VisualShaderNodeColorOp::OP_DARKEN, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Difference", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Difference operator."), VisualShaderNodeColorOp::OP_DIFFERENCE, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Dodge", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Dodge operator."), VisualShaderNodeColorOp::OP_DODGE, VisualShaderNode::PORT_TYPE_VECTOR));
- add_options.push_back(AddOption("HardLight", "Color", "Operators", "VisualShaderNodeColorOp", TTR("HardLight operator"), VisualShaderNodeColorOp::OP_HARD_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("HardLight", "Color", "Operators", "VisualShaderNodeColorOp", TTR("HardLight operator."), VisualShaderNodeColorOp::OP_HARD_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Lighten", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Lighten operator."), VisualShaderNodeColorOp::OP_LIGHTEN, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Overlay", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Overlay operator."), VisualShaderNodeColorOp::OP_OVERLAY, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Screen", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Screen operator."), VisualShaderNodeColorOp::OP_SCREEN, VisualShaderNode::PORT_TYPE_VECTOR));
@@ -2780,7 +2780,7 @@ VisualShaderEditor::VisualShaderEditor() {
add_options.push_back(AddOption("Expression", "Special", "", "VisualShaderNodeExpression", TTR("Custom Godot Shader Language expression, with custom amount of input and output ports. This is a direct injection of code into the vertex/fragment/light function, do not use it to write the function declarations inside.")));
add_options.push_back(AddOption("Fresnel", "Special", "", "VisualShaderNodeFresnel", TTR("Returns falloff based on the dot product of surface normal and view direction of camera (pass associated inputs to it)."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
- add_options.push_back(AddOption("GlobalExpression", "Special", "", "VisualShaderNodeGlobalExpression", TTR("Custom Godot Shader Language expression, which placed on top of the resulted shader. You can place various function definitions inside and call it later in the Expressions. You can also declare varyings, uniforms and constants.")));
+ add_options.push_back(AddOption("GlobalExpression", "Special", "", "VisualShaderNodeGlobalExpression", TTR("Custom Godot Shader Language expression, which is placed on top of the resulted shader. You can place various function definitions inside and call it later in the Expressions. You can also declare varyings, uniforms and constants.")));
add_options.push_back(AddOption("ScalarDerivativeFunc", "Special", "Common", "VisualShaderNodeScalarDerivativeFunc", TTR("(Fragment/Light mode only) Scalar derivative function."), -1, VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT, -1, -1, true));
add_options.push_back(AddOption("VectorDerivativeFunc", "Special", "Common", "VisualShaderNodeVectorDerivativeFunc", TTR("(Fragment/Light mode only) Vector derivative function."), -1, VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT, -1, -1, true));