diff options
Diffstat (limited to 'scene')
-rw-r--r-- | scene/2d/camera_2d.cpp | 8 | ||||
-rw-r--r-- | scene/2d/path_2d.cpp | 6 | ||||
-rw-r--r-- | scene/2d/path_2d.h | 2 | ||||
-rw-r--r-- | scene/2d/physics_body_2d.cpp | 20 | ||||
-rw-r--r-- | scene/3d/path_3d.cpp | 6 | ||||
-rw-r--r-- | scene/3d/path_3d.h | 2 | ||||
-rw-r--r-- | scene/3d/physics_body_3d.cpp | 20 | ||||
-rw-r--r-- | scene/3d/skeleton_3d.cpp | 14 | ||||
-rw-r--r-- | scene/3d/skeleton_3d.h | 14 | ||||
-rw-r--r-- | scene/gui/rich_text_label.cpp | 14 | ||||
-rw-r--r-- | scene/gui/tab_container.cpp | 45 | ||||
-rw-r--r-- | scene/gui/tab_container.h | 1 | ||||
-rw-r--r-- | scene/main/canvas_item.cpp | 4 | ||||
-rw-r--r-- | scene/resources/visual_shader.cpp | 2 |
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); 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