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-rw-r--r--scene/2d/camera_2d.cpp8
-rw-r--r--scene/2d/path_2d.cpp6
-rw-r--r--scene/2d/path_2d.h2
-rw-r--r--scene/2d/physics_body_2d.cpp20
-rw-r--r--scene/3d/path_3d.cpp6
-rw-r--r--scene/3d/path_3d.h2
-rw-r--r--scene/3d/physics_body_3d.cpp20
-rw-r--r--scene/3d/skeleton_3d.cpp14
-rw-r--r--scene/3d/skeleton_3d.h14
-rw-r--r--scene/gui/rich_text_label.cpp14
-rw-r--r--scene/gui/tab_container.cpp45
-rw-r--r--scene/gui/tab_container.h1
-rw-r--r--scene/main/canvas_item.cpp4
-rw-r--r--scene/resources/visual_shader.cpp2
14 files changed, 100 insertions, 58 deletions
diff --git a/scene/2d/camera_2d.cpp b/scene/2d/camera_2d.cpp
index 8f69676da4..68e99445d8 100644
--- a/scene/2d/camera_2d.cpp
+++ b/scene/2d/camera_2d.cpp
@@ -343,7 +343,9 @@ void Camera2D::_notification(int p_what) {
void Camera2D::set_offset(const Vector2 &p_offset) {
offset = p_offset;
+ Point2 old_smoothed_camera_pos = smoothed_camera_pos;
_update_scroll();
+ smoothed_camera_pos = old_smoothed_camera_pos;
}
Vector2 Camera2D::get_offset() const {
@@ -361,7 +363,9 @@ Camera2D::AnchorMode Camera2D::get_anchor_mode() const {
void Camera2D::set_rotating(bool p_rotating) {
rotating = p_rotating;
+ Point2 old_smoothed_camera_pos = smoothed_camera_pos;
_update_scroll();
+ smoothed_camera_pos = old_smoothed_camera_pos;
}
bool Camera2D::is_rotating() const {
@@ -522,7 +526,9 @@ bool Camera2D::is_v_drag_enabled() const {
void Camera2D::set_v_offset(float p_offset) {
v_ofs = p_offset;
v_offset_changed = true;
+ Point2 old_smoothed_camera_pos = smoothed_camera_pos;
_update_scroll();
+ smoothed_camera_pos = old_smoothed_camera_pos;
}
float Camera2D::get_v_offset() const {
@@ -532,7 +538,9 @@ float Camera2D::get_v_offset() const {
void Camera2D::set_h_offset(float p_offset) {
h_ofs = p_offset;
h_offset_changed = true;
+ Point2 old_smoothed_camera_pos = smoothed_camera_pos;
_update_scroll();
+ smoothed_camera_pos = old_smoothed_camera_pos;
}
float Camera2D::get_h_offset() const {
diff --git a/scene/2d/path_2d.cpp b/scene/2d/path_2d.cpp
index 00e9af3bb7..f2f549e851 100644
--- a/scene/2d/path_2d.cpp
+++ b/scene/2d/path_2d.cpp
@@ -149,11 +149,7 @@ void Path2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_curve", "curve"), &Path2D::set_curve);
ClassDB::bind_method(D_METHOD("get_curve"), &Path2D::get_curve);
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve2D"), "set_curve", "get_curve");
-}
-
-Path2D::Path2D() {
- set_curve(Ref<Curve2D>(memnew(Curve2D))); //create one by default
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve2D", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_EDITOR_INSTANTIATE_OBJECT), "set_curve", "get_curve");
}
/////////////////////////////////////////////////////////////////////////////////
diff --git a/scene/2d/path_2d.h b/scene/2d/path_2d.h
index 288ef698e7..38fcca0323 100644
--- a/scene/2d/path_2d.h
+++ b/scene/2d/path_2d.h
@@ -55,7 +55,7 @@ public:
void set_curve(const Ref<Curve2D> &p_curve);
Ref<Curve2D> get_curve() const;
- Path2D();
+ Path2D() {}
};
class PathFollow2D : public Node2D {
diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp
index ae448129bc..84560b843b 100644
--- a/scene/2d/physics_body_2d.cpp
+++ b/scene/2d/physics_body_2d.cpp
@@ -997,6 +997,7 @@ bool KinematicBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_
Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_up_direction, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle, bool p_infinite_inertia) {
Vector2 body_velocity = p_linear_velocity;
Vector2 body_velocity_normal = body_velocity.normalized();
+ Vector2 up_direction = p_up_direction.normalized();
Vector2 current_floor_velocity = floor_velocity;
if (on_floor && on_floor_body.is_valid()) {
@@ -1043,11 +1044,11 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
colliders.push_back(collision);
motion = collision.remainder;
- if (p_up_direction == Vector2()) {
+ if (up_direction == Vector2()) {
//all is a wall
on_wall = true;
} else {
- if (Math::acos(collision.normal.dot(p_up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor
+ if (Math::acos(collision.normal.dot(up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor
on_floor = true;
floor_normal = collision.normal;
@@ -1055,14 +1056,14 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
floor_velocity = collision.collider_vel;
if (p_stop_on_slope) {
- if ((body_velocity_normal + p_up_direction).length() < 0.01 && collision.travel.length() < 1) {
+ if ((body_velocity_normal + up_direction).length() < 0.01 && collision.travel.length() < 1) {
Transform2D gt = get_global_transform();
- gt.elements[2] -= collision.travel.slide(p_up_direction);
+ gt.elements[2] -= collision.travel.slide(up_direction);
set_global_transform(gt);
return Vector2();
}
}
- } else if (Math::acos(collision.normal.dot(-p_up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling
+ } else if (Math::acos(collision.normal.dot(-up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling
on_ceiling = true;
} else {
on_wall = true;
@@ -1085,9 +1086,10 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
}
Vector2 KinematicBody2D::move_and_slide_with_snap(const Vector2 &p_linear_velocity, const Vector2 &p_snap, const Vector2 &p_up_direction, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle, bool p_infinite_inertia) {
+ Vector2 up_direction = p_up_direction.normalized();
bool was_on_floor = on_floor;
- Vector2 ret = move_and_slide(p_linear_velocity, p_up_direction, p_stop_on_slope, p_max_slides, p_floor_max_angle, p_infinite_inertia);
+ Vector2 ret = move_and_slide(p_linear_velocity, up_direction, p_stop_on_slope, p_max_slides, p_floor_max_angle, p_infinite_inertia);
if (!was_on_floor || p_snap == Vector2()) {
return ret;
}
@@ -1097,8 +1099,8 @@ Vector2 KinematicBody2D::move_and_slide_with_snap(const Vector2 &p_linear_veloci
if (move_and_collide(p_snap, p_infinite_inertia, col, false, true)) {
bool apply = true;
- if (p_up_direction != Vector2()) {
- if (Math::acos(p_up_direction.normalized().dot(col.normal)) < p_floor_max_angle) {
+ if (up_direction != Vector2()) {
+ if (Math::acos(col.normal.dot(up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
on_floor = true;
floor_normal = col.normal;
on_floor_body = col.collider_rid;
@@ -1106,7 +1108,7 @@ Vector2 KinematicBody2D::move_and_slide_with_snap(const Vector2 &p_linear_veloci
if (p_stop_on_slope) {
// move and collide may stray the object a bit because of pre un-stucking,
// so only ensure that motion happens on floor direction in this case.
- col.travel = p_up_direction * p_up_direction.dot(col.travel);
+ col.travel = up_direction * up_direction.dot(col.travel);
}
} else {
diff --git a/scene/3d/path_3d.cpp b/scene/3d/path_3d.cpp
index dcfdf8efcf..40d988ff9f 100644
--- a/scene/3d/path_3d.cpp
+++ b/scene/3d/path_3d.cpp
@@ -77,15 +77,11 @@ void Path3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_curve", "curve"), &Path3D::set_curve);
ClassDB::bind_method(D_METHOD("get_curve"), &Path3D::get_curve);
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve3D"), "set_curve", "get_curve");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve3D", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_EDITOR_INSTANTIATE_OBJECT), "set_curve", "get_curve");
ADD_SIGNAL(MethodInfo("curve_changed"));
}
-Path3D::Path3D() {
- set_curve(Ref<Curve3D>(memnew(Curve3D))); //create one by default
-}
-
//////////////
void PathFollow3D::_update_transform() {
diff --git a/scene/3d/path_3d.h b/scene/3d/path_3d.h
index 5a33016bc6..7f227a8a6f 100644
--- a/scene/3d/path_3d.h
+++ b/scene/3d/path_3d.h
@@ -49,7 +49,7 @@ public:
void set_curve(const Ref<Curve3D> &p_curve);
Ref<Curve3D> get_curve() const;
- Path3D();
+ Path3D() {}
};
class PathFollow3D : public Node3D {
diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp
index de8f1eea2e..6320af21eb 100644
--- a/scene/3d/physics_body_3d.cpp
+++ b/scene/3d/physics_body_3d.cpp
@@ -945,6 +945,7 @@ bool KinematicBody3D::move_and_collide(const Vector3 &p_motion, bool p_infinite_
Vector3 KinematicBody3D::move_and_slide(const Vector3 &p_linear_velocity, const Vector3 &p_up_direction, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle, bool p_infinite_inertia) {
Vector3 body_velocity = p_linear_velocity;
Vector3 body_velocity_normal = body_velocity.normalized();
+ Vector3 up_direction = p_up_direction.normalized();
for (int i = 0; i < 3; i++) {
if (locked_axis & (1 << i)) {
@@ -988,11 +989,11 @@ Vector3 KinematicBody3D::move_and_slide(const Vector3 &p_linear_velocity, const
colliders.push_back(collision);
motion = collision.remainder;
- if (p_up_direction == Vector3()) {
+ if (up_direction == Vector3()) {
//all is a wall
on_wall = true;
} else {
- if (Math::acos(collision.normal.dot(p_up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor
+ if (Math::acos(collision.normal.dot(up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor
on_floor = true;
floor_normal = collision.normal;
@@ -1000,14 +1001,14 @@ Vector3 KinematicBody3D::move_and_slide(const Vector3 &p_linear_velocity, const
floor_velocity = collision.collider_vel;
if (p_stop_on_slope) {
- if ((body_velocity_normal + p_up_direction).length() < 0.01 && collision.travel.length() < 1) {
+ if ((body_velocity_normal + up_direction).length() < 0.01 && collision.travel.length() < 1) {
Transform gt = get_global_transform();
- gt.origin -= collision.travel.slide(p_up_direction);
+ gt.origin -= collision.travel.slide(up_direction);
set_global_transform(gt);
return Vector3();
}
}
- } else if (Math::acos(collision.normal.dot(-p_up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling
+ } else if (Math::acos(collision.normal.dot(-up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling
on_ceiling = true;
} else {
on_wall = true;
@@ -1036,9 +1037,10 @@ Vector3 KinematicBody3D::move_and_slide(const Vector3 &p_linear_velocity, const
}
Vector3 KinematicBody3D::move_and_slide_with_snap(const Vector3 &p_linear_velocity, const Vector3 &p_snap, const Vector3 &p_up_direction, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle, bool p_infinite_inertia) {
+ Vector3 up_direction = p_up_direction.normalized();
bool was_on_floor = on_floor;
- Vector3 ret = move_and_slide(p_linear_velocity, p_up_direction, p_stop_on_slope, p_max_slides, p_floor_max_angle, p_infinite_inertia);
+ Vector3 ret = move_and_slide(p_linear_velocity, up_direction, p_stop_on_slope, p_max_slides, p_floor_max_angle, p_infinite_inertia);
if (!was_on_floor || p_snap == Vector3()) {
return ret;
}
@@ -1048,8 +1050,8 @@ Vector3 KinematicBody3D::move_and_slide_with_snap(const Vector3 &p_linear_veloci
if (move_and_collide(p_snap, p_infinite_inertia, col, false, true)) {
bool apply = true;
- if (p_up_direction != Vector3()) {
- if (Math::acos(p_up_direction.normalized().dot(col.normal)) < p_floor_max_angle) {
+ if (up_direction != Vector3()) {
+ if (Math::acos(col.normal.dot(up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
on_floor = true;
floor_normal = col.normal;
on_floor_body = col.collider_rid;
@@ -1057,7 +1059,7 @@ Vector3 KinematicBody3D::move_and_slide_with_snap(const Vector3 &p_linear_veloci
if (p_stop_on_slope) {
// move and collide may stray the object a bit because of pre un-stucking,
// so only ensure that motion happens on floor direction in this case.
- col.travel = col.travel.project(p_up_direction);
+ col.travel = col.travel.project(up_direction);
}
} else {
apply = false; //snapped with floor direction, but did not snap to a floor, do not snap.
diff --git a/scene/3d/skeleton_3d.cpp b/scene/3d/skeleton_3d.cpp
index a09424fa17..6723ca04b9 100644
--- a/scene/3d/skeleton_3d.cpp
+++ b/scene/3d/skeleton_3d.cpp
@@ -67,6 +67,8 @@ SkinReference::~SkinReference() {
RS::get_singleton()->free(skeleton);
}
+///////////////////////////////////////
+
bool Skeleton3D::_set(const StringName &p_path, const Variant &p_value) {
String path = p_path;
@@ -853,6 +855,15 @@ Ref<SkinReference> Skeleton3D::register_skin(const Ref<Skin> &p_skin) {
return skin_ref;
}
+// helper functions
+Transform Skeleton3D::bone_transform_to_world_transform(Transform p_bone_transform) {
+ return get_global_transform() * p_bone_transform;
+}
+
+Transform Skeleton3D::world_transform_to_bone_transform(Transform p_world_transform) {
+ return get_global_transform().affine_inverse() * p_world_transform;
+}
+
void Skeleton3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_bone_process_orders"), &Skeleton3D::get_bone_process_orders);
ClassDB::bind_method(D_METHOD("add_bone", "name"), &Skeleton3D::add_bone);
@@ -892,6 +903,9 @@ void Skeleton3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_bone_custom_pose", "bone_idx"), &Skeleton3D::get_bone_custom_pose);
ClassDB::bind_method(D_METHOD("set_bone_custom_pose", "bone_idx", "custom_pose"), &Skeleton3D::set_bone_custom_pose);
+ ClassDB::bind_method(D_METHOD("bone_transform_to_world_transform", "bone_transform"), &Skeleton3D::bone_transform_to_world_transform);
+ ClassDB::bind_method(D_METHOD("world_transform_to_bone_transform", "world_transform"), &Skeleton3D::world_transform_to_bone_transform);
+
#ifndef _3D_DISABLED
ClassDB::bind_method(D_METHOD("set_animate_physical_bones"), &Skeleton3D::set_animate_physical_bones);
diff --git a/scene/3d/skeleton_3d.h b/scene/3d/skeleton_3d.h
index 66706a9450..a21891a32e 100644
--- a/scene/3d/skeleton_3d.h
+++ b/scene/3d/skeleton_3d.h
@@ -71,10 +71,6 @@ class Skeleton3D : public Node3D {
private:
friend class SkinReference;
- Set<SkinReference *> skin_bindings;
-
- void _skin_changed();
-
struct Bone {
String name;
@@ -116,6 +112,10 @@ private:
}
};
+ Set<SkinReference *> skin_bindings;
+
+ void _skin_changed();
+
bool animate_physical_bones;
Vector<Bone> bones;
Vector<int> process_order;
@@ -200,6 +200,10 @@ public:
Ref<SkinReference> register_skin(const Ref<Skin> &p_skin);
+ // Helper functions
+ Transform bone_transform_to_world_transform(Transform p_transform);
+ Transform world_transform_to_bone_transform(Transform p_transform);
+
#ifndef _3D_DISABLED
// Physical bone API
@@ -213,7 +217,7 @@ public:
PhysicalBone3D *get_physical_bone_parent(int p_bone);
private:
- /// This is a slow API os it's cached
+ /// This is a slow API, so it's cached
PhysicalBone3D *_get_physical_bone_parent(int p_bone);
void _rebuild_physical_bones_cache();
diff --git a/scene/gui/rich_text_label.cpp b/scene/gui/rich_text_label.cpp
index 2f5af0eda0..92508f7fd2 100644
--- a/scene/gui/rich_text_label.cpp
+++ b/scene/gui/rich_text_label.cpp
@@ -1970,6 +1970,9 @@ void RichTextLabel::clear() {
selection.click = nullptr;
selection.active = false;
current_idx = 1;
+ if (scroll_follow) {
+ scroll_following = true;
+ }
if (fixed_width != -1) {
minimum_size_changed();
@@ -2409,6 +2412,17 @@ Error RichTextLabel::append_bbcode(const String &p_bbcode) {
}
}
+ Vector<ItemFX *> fx_items;
+ for (List<Item *>::Element *E = main->subitems.front(); E; E = E->next()) {
+ Item *subitem = static_cast<Item *>(E->get());
+ _fetch_item_fx_stack(subitem, fx_items);
+
+ if (fx_items.size()) {
+ set_process_internal(true);
+ break;
+ }
+ }
+
return OK;
}
diff --git a/scene/gui/tab_container.cpp b/scene/gui/tab_container.cpp
index 8c4d9a5ece..0d48fde642 100644
--- a/scene/gui/tab_container.cpp
+++ b/scene/gui/tab_container.cpp
@@ -435,7 +435,30 @@ void TabContainer::_notification(int p_what) {
void TabContainer::_on_theme_changed() {
if (get_tab_count() > 0) {
- set_current_tab(get_current_tab());
+ _repaint();
+ update();
+ }
+}
+
+void TabContainer::_repaint() {
+ Ref<StyleBox> sb = get_theme_stylebox("panel");
+ Vector<Control *> tabs = _get_tabs();
+ for (int i = 0; i < tabs.size(); i++) {
+ Control *c = tabs[i];
+ if (i == current) {
+ c->show();
+ c->set_anchors_and_margins_preset(Control::PRESET_WIDE);
+ if (tabs_visible) {
+ c->set_margin(MARGIN_TOP, _get_top_margin());
+ }
+ c->set_margin(Margin(MARGIN_TOP), c->get_margin(Margin(MARGIN_TOP)) + sb->get_margin(Margin(MARGIN_TOP)));
+ c->set_margin(Margin(MARGIN_LEFT), c->get_margin(Margin(MARGIN_LEFT)) + sb->get_margin(Margin(MARGIN_LEFT)));
+ c->set_margin(Margin(MARGIN_RIGHT), c->get_margin(Margin(MARGIN_RIGHT)) - sb->get_margin(Margin(MARGIN_RIGHT)));
+ c->set_margin(Margin(MARGIN_BOTTOM), c->get_margin(Margin(MARGIN_BOTTOM)) - sb->get_margin(Margin(MARGIN_BOTTOM)));
+
+ } else {
+ c->hide();
+ }
}
}
@@ -551,25 +574,7 @@ void TabContainer::set_current_tab(int p_current) {
int pending_previous = current;
current = p_current;
- Ref<StyleBox> sb = get_theme_stylebox("panel");
- Vector<Control *> tabs = _get_tabs();
- for (int i = 0; i < tabs.size(); i++) {
- Control *c = tabs[i];
- if (i == current) {
- c->show();
- c->set_anchors_and_margins_preset(Control::PRESET_WIDE);
- if (tabs_visible) {
- c->set_margin(MARGIN_TOP, _get_top_margin());
- }
- c->set_margin(Margin(MARGIN_TOP), c->get_margin(Margin(MARGIN_TOP)) + sb->get_margin(Margin(MARGIN_TOP)));
- c->set_margin(Margin(MARGIN_LEFT), c->get_margin(Margin(MARGIN_LEFT)) + sb->get_margin(Margin(MARGIN_LEFT)));
- c->set_margin(Margin(MARGIN_RIGHT), c->get_margin(Margin(MARGIN_RIGHT)) - sb->get_margin(Margin(MARGIN_RIGHT)));
- c->set_margin(Margin(MARGIN_BOTTOM), c->get_margin(Margin(MARGIN_BOTTOM)) - sb->get_margin(Margin(MARGIN_BOTTOM)));
-
- } else {
- c->hide();
- }
- }
+ _repaint();
_change_notify("current_tab");
diff --git a/scene/gui/tab_container.h b/scene/gui/tab_container.h
index e8cde74c83..55a5d35b30 100644
--- a/scene/gui/tab_container.h
+++ b/scene/gui/tab_container.h
@@ -65,6 +65,7 @@ private:
Vector<Control *> _get_tabs() const;
int _get_tab_width(int p_index) const;
void _on_theme_changed();
+ void _repaint();
void _on_mouse_exited();
void _update_current_tab();
diff --git a/scene/main/canvas_item.cpp b/scene/main/canvas_item.cpp
index 524ff346d1..721f573f39 100644
--- a/scene/main/canvas_item.cpp
+++ b/scene/main/canvas_item.cpp
@@ -1222,8 +1222,8 @@ void CanvasItem::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::INT, "light_mask", PROPERTY_HINT_LAYERS_2D_RENDER), "set_light_mask", "get_light_mask");
ADD_GROUP("Texture", "texture_");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_filter", PROPERTY_HINT_ENUM, "ParentNode,Nearest,Linear,MipmapNearest,MipmapLinear,MipmapNearestAniso,MipmapLinearAniso"), "set_texture_filter", "get_texture_filter");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_repeat", PROPERTY_HINT_ENUM, "ParentNode,Disabled,Enabled,Mirror"), "set_texture_repeat", "get_texture_repeat");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_filter", PROPERTY_HINT_ENUM, "Inherit,Nearest,Linear,MipmapNearest,MipmapLinear,MipmapNearestAniso,MipmapLinearAniso"), "set_texture_filter", "get_texture_filter");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_repeat", PROPERTY_HINT_ENUM, "Inherit,Disabled,Enabled,Mirror"), "set_texture_repeat", "get_texture_repeat");
ADD_GROUP("Material", "");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,CanvasItemMaterial"), "set_material", "get_material");
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp
index 77d4dee21e..8236f9a9e3 100644
--- a/scene/resources/visual_shader.cpp
+++ b/scene/resources/visual_shader.cpp
@@ -1268,7 +1268,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
String class_name = vsnode->get_class_name();
if (class_name == "VisualShaderNodeCustom") {
- class_name = vsnode->get_script_instance()->get_script()->get_language()->get_global_class_name(vsnode->get_script_instance()->get_script()->get_path());
+ class_name = vsnode->get_script_instance()->get_script()->get_path();
}
if (!r_classes.has(class_name)) {
global_code_per_node += vsnode->generate_global_per_node(get_mode(), type, node);