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Inspector no longer opens a Shader inline. #62399

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icecoldtofu opened this issue Jun 25, 2022 · 7 comments
Open

Inspector no longer opens a Shader inline. #62399

icecoldtofu opened this issue Jun 25, 2022 · 7 comments

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@icecoldtofu
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Godot version

v3.5.rc4.official [e047c50]

System information

Windows 10, Intel Graphics, GLES3

Issue description

When editing a Shader resource in a ShaderMaterial, the inspector used to stay on the ShaderMaterial with Shader in an inline panel, and shader text in the bottom editor.

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Now Shader takes over the whole inspector, and going back to ShaderMaterial closes the bottom shader text panel.

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Working on a shader program and tweaking the uniforms now requires constantly jumping back and forth, because you can never see ShaderMaterial's shader params and Shader's text at the same time.

Steps to reproduce

Create and edit a ShaderMaterial.

Minimal reproduction project

No response

@Calinou
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Calinou commented Jun 25, 2022

Likely a regression from #61459.

Edit: That PR wasn't cherry-picked to 3.x, so it's not the cause of this issue.

@clayjohn
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Likely a regression from #61459.

I don't think #61459 was backported to 3.5, was it?

@Calinou
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Calinou commented Jun 26, 2022

@icecoldtofu Could you specify the last Godot version where the shader editor behaved as you expected?

@clayjohn
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Looks to be the same issue as #60640, which was created by #60500 and fixed by #60642

@icecoldtofu
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icecoldtofu commented Jun 26, 2022

@Calinou The last version I found where it works the way it should is v3.3.4.stable.official [faf3f88].

And v3.4.stable.official [206ba70] is the first where Shader is no longer nested.

EDIT: I've narrowed it down to:
v3.4.beta5.official [dd0ee48] (nests)
v3.4.beta6.official [3e2bb41] (doesn't nest).

@KoBeWi
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KoBeWi commented Jun 26, 2022

This is somewhat intended, see #52984

However I noticed that sometimes resources that are supposed to nest (e.g. ParticlesMaterial and ShaderMaterial), don't. But I can't reproduce it now 🤔

@icecoldtofu
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Using v3.4.beta5.official [dd0ee48] I just put an AtlasTexture in a shader uniform (just to have a nested resource inside a nested resource where both have their own contextual editors) and the inspector has no problem switching between the shader editor for the Shader and the region editor for the AtlasTexture.

Maybe since Shader doesn't seem to be one of the troublesome resources it could be excluded from that temporary fix in the interest of usability.

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