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Fix some missing categories in visual shader nodes #89190
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Original file line number | Diff line number | Diff line change |
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@@ -75,8 +75,6 @@ class VisualShaderNodeParticleSphereEmitter : public VisualShaderNodeParticleEmi | |
virtual String generate_global_per_node(Shader::Mode p_mode, int p_id) const override; | ||
virtual String 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 = false) const override; | ||
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virtual Category get_category() const override { return CATEGORY_PARTICLE; } | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. These were redundant as the parent type already does this |
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VisualShaderNodeParticleSphereEmitter(); | ||
}; | ||
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@@ -94,8 +92,6 @@ class VisualShaderNodeParticleBoxEmitter : public VisualShaderNodeParticleEmitte | |
virtual String generate_global_per_node(Shader::Mode p_mode, int p_id) const override; | ||
virtual String 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 = false) const override; | ||
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virtual Category get_category() const override { return CATEGORY_PARTICLE; } | ||
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VisualShaderNodeParticleBoxEmitter(); | ||
}; | ||
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@@ -112,8 +108,6 @@ class VisualShaderNodeParticleRingEmitter : public VisualShaderNodeParticleEmitt | |
virtual String generate_global_per_node(Shader::Mode p_mode, int p_id) const override; | ||
virtual String 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 = false) const override; | ||
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virtual Category get_category() const override { return CATEGORY_PARTICLE; } | ||
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VisualShaderNodeParticleRingEmitter(); | ||
}; | ||
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@@ -166,8 +160,6 @@ class VisualShaderNodeParticleMeshEmitter : public VisualShaderNodeParticleEmitt | |
HashMap<StringName, String> get_editable_properties_names() const override; | ||
Vector<VisualShader::DefaultTextureParam> get_default_texture_parameters(VisualShader::Type p_type, int p_id) const override; | ||
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virtual Category get_category() const override { return CATEGORY_PARTICLE; } | ||
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VisualShaderNodeParticleMeshEmitter(); | ||
}; | ||
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@@ -49,6 +49,8 @@ class VisualShaderNodeSDFToScreenUV : public VisualShaderNode { | |
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virtual String 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 = false) const override; | ||
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virtual Category get_category() const override { return CATEGORY_TEXTURES; } | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I'm unsure exactly what category to assign these to There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. We might want to add a new category for SDF nodes in the future. Or we just use |
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VisualShaderNodeSDFToScreenUV(); | ||
}; | ||
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@@ -69,6 +71,8 @@ class VisualShaderNodeScreenUVToSDF : public VisualShaderNode { | |
virtual bool is_input_port_default(int p_port, Shader::Mode p_mode) const override; | ||
virtual String 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 = false) const override; | ||
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virtual Category get_category() const override { return CATEGORY_TEXTURES; } | ||
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VisualShaderNodeScreenUVToSDF(); | ||
}; | ||
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@@ -88,6 +92,8 @@ class VisualShaderNodeTextureSDF : public VisualShaderNode { | |
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virtual String 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 = false) const override; | ||
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virtual Category get_category() const override { return CATEGORY_TEXTURES; } | ||
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VisualShaderNodeTextureSDF(); | ||
}; | ||
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@@ -107,6 +113,8 @@ class VisualShaderNodeTextureSDFNormal : public VisualShaderNode { | |
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virtual String 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 = false) const override; | ||
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virtual Category get_category() const override { return CATEGORY_TEXTURES; } | ||
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VisualShaderNodeTextureSDFNormal(); | ||
}; | ||
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@@ -126,6 +134,8 @@ class VisualShaderNodeSDFRaymarch : public VisualShaderNode { | |
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virtual String 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 = false) const override; | ||
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virtual Category get_category() const override { return CATEGORY_TEXTURES; } | ||
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VisualShaderNodeSDFRaymarch(); | ||
}; | ||
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Was redundant