Visual Shaders are back.
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@ -92,7 +92,7 @@ void EditorProperty::_notification(int p_what) {
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Rect2 bottom_rect;
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{
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int child_room = size.width / 2;
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int child_room = size.width * (1.0 - split_ratio);
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Ref<Font> font = get_font("font", "Tree");
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int height = font->get_height();
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@ -691,6 +691,15 @@ bool EditorProperty::is_selectable() const {
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return selectable;
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}
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void EditorProperty::set_name_split_ratio(float p_ratio) {
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split_ratio = p_ratio;
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}
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float EditorProperty::get_name_split_ratio() const {
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return split_ratio;
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}
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void EditorProperty::set_object_and_property(Object *p_object, const StringName &p_property) {
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object = p_object;
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property = p_property;
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@ -744,6 +753,7 @@ void EditorProperty::_bind_methods() {
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EditorProperty::EditorProperty() {
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split_ratio = 0.5;
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selectable = true;
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text_size = 0;
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read_only = false;
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@ -1114,6 +1124,30 @@ EditorInspectorSection::EditorInspectorSection() {
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Ref<EditorInspectorPlugin> EditorInspector::inspector_plugins[MAX_PLUGINS];
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int EditorInspector::inspector_plugin_count = 0;
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EditorProperty *EditorInspector::instantiate_property_editor(Object *p_object, Variant::Type p_type, const String &p_path, PropertyHint p_hint, const String &p_hint_text, int p_usage) {
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for (int i = inspector_plugin_count - 1; i >= 0; i--) {
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inspector_plugins[i]->parse_property(p_object, p_type, p_path, p_hint, p_hint_text, p_usage);
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if (inspector_plugins[i]->added_editors.size()) {
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for (int j = 1; j < inspector_plugins[i]->added_editors.size(); j++) { //only keep first one
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memdelete(inspector_plugins[i]->added_editors[j].property_editor);
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}
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EditorProperty *prop = Object::cast_to<EditorProperty>(inspector_plugins[i]->added_editors[0].property_editor);
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if (prop) {
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inspector_plugins[i]->added_editors.clear();
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return prop;
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} else {
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memdelete(inspector_plugins[i]->added_editors[0].property_editor);
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inspector_plugins[i]->added_editors.clear();
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}
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}
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}
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return NULL;
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}
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void EditorInspector::add_inspector_plugin(const Ref<EditorInspectorPlugin> &p_plugin) {
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ERR_FAIL_COND(inspector_plugin_count == MAX_PLUGINS);
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