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-rw-r--r--scene/2d/cpu_particles_2d.cpp4
-rw-r--r--scene/3d/cpu_particles.cpp4
-rw-r--r--scene/3d/soft_body.cpp4
-rw-r--r--scene/resources/visual_shader.cpp4
4 files changed, 11 insertions, 5 deletions
diff --git a/scene/2d/cpu_particles_2d.cpp b/scene/2d/cpu_particles_2d.cpp
index 07f3e10244..372d8f614b 100644
--- a/scene/2d/cpu_particles_2d.cpp
+++ b/scene/2d/cpu_particles_2d.cpp
@@ -1037,7 +1037,9 @@ void CPUParticles2D::_set_redraw(bool p_redraw) {
VS::get_singleton()->multimesh_set_visible_instances(multimesh, -1);
} else {
- VS::get_singleton()->disconnect("frame_pre_draw", this, "_update_render_thread");
+ if (VS::get_singleton()->is_connected("frame_pre_draw", this, "_update_render_thread")) {
+ VS::get_singleton()->disconnect("frame_pre_draw", this, "_update_render_thread");
+ }
VS::get_singleton()->canvas_item_set_update_when_visible(get_canvas_item(), false);
VS::get_singleton()->multimesh_set_visible_instances(multimesh, 0);
diff --git a/scene/3d/cpu_particles.cpp b/scene/3d/cpu_particles.cpp
index 8766e30d0b..86daabefd2 100644
--- a/scene/3d/cpu_particles.cpp
+++ b/scene/3d/cpu_particles.cpp
@@ -1124,7 +1124,9 @@ void CPUParticles::_set_redraw(bool p_redraw) {
VS::get_singleton()->instance_geometry_set_flag(get_instance(), VS::INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE, true);
VS::get_singleton()->multimesh_set_visible_instances(multimesh, -1);
} else {
- VS::get_singleton()->disconnect("frame_pre_draw", this, "_update_render_thread");
+ if (VS::get_singleton()->is_connected("frame_pre_draw", this, "_update_render_thread")) {
+ VS::get_singleton()->disconnect("frame_pre_draw", this, "_update_render_thread");
+ }
VS::get_singleton()->instance_geometry_set_flag(get_instance(), VS::INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE, false);
VS::get_singleton()->multimesh_set_visible_instances(multimesh, 0);
}
diff --git a/scene/3d/soft_body.cpp b/scene/3d/soft_body.cpp
index 6c3949a0a8..9bd89f1121 100644
--- a/scene/3d/soft_body.cpp
+++ b/scene/3d/soft_body.cpp
@@ -460,7 +460,9 @@ void SoftBody::update_physics_server() {
} else {
PhysicsServer::get_singleton()->soft_body_set_mesh(physics_rid, NULL);
- VS::get_singleton()->disconnect("frame_pre_draw", this, "_draw_soft_mesh");
+ if (VS::get_singleton()->is_connected("frame_pre_draw", this, "_draw_soft_mesh")) {
+ VS::get_singleton()->disconnect("frame_pre_draw", this, "_draw_soft_mesh");
+ }
}
}
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp
index bd6835f816..cfc57b6e33 100644
--- a/scene/resources/visual_shader.cpp
+++ b/scene/resources/visual_shader.cpp
@@ -1599,7 +1599,7 @@ String VisualShaderNodeInput::get_output_port_name(int p_port) const {
}
String VisualShaderNodeInput::get_caption() const {
- return TTR("Input");
+ return "Input";
}
String VisualShaderNodeInput::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
@@ -1921,7 +1921,7 @@ bool VisualShaderNodeOutput::is_port_separator(int p_index) const {
}
String VisualShaderNodeOutput::get_caption() const {
- return TTR("Output");
+ return "Output";
}
String VisualShaderNodeOutput::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {