PropertyEditor: Filter out resource_local_to_scene
This lets the empty "Global" category disappear again. Also silence a debug print.
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f09e2cf094
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@ -230,7 +230,6 @@ void ShaderCompilerGLES3::_dump_function_deps(SL::ShaderNode *p_node, const Stri
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for (Set<StringName>::Element *E = p_node->functions[fidx].uses_function.front(); E; E = E->next()) {
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print_line(String(p_node->functions[fidx].name) + " uses function: " + String(E->get()));
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if (added.has(E->get())) {
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continue; //was added already
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}
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@ -4362,7 +4362,7 @@ class SectionedPropertyEditorFilter : public Object {
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PropertyInfo pi = E->get();
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int sp = pi.name.find("/");
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if (pi.name == "resource_path" || pi.name == "resource_name" || pi.name.begins_with("script/")) //skip resource stuff
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if (pi.name == "resource_path" || pi.name == "resource_name" || pi.name == "resource_local_to_scene" || pi.name.begins_with("script/")) //skip resource stuff
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continue;
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if (sp == -1) {
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@ -4512,7 +4512,7 @@ void SectionedPropertyEditor::update_category_list() {
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else if (!(pi.usage & PROPERTY_USAGE_EDITOR))
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continue;
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if (pi.name.find(":") != -1 || pi.name == "script" || pi.name == "resource_name" || pi.name == "resource_path")
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if (pi.name.find(":") != -1 || pi.name == "script" || pi.name == "resource_name" || pi.name == "resource_path" || pi.name == "resource_local_to_scene")
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continue;
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if (search_box && search_box->get_text() != String() && pi.name.findn(search_box->get_text()) == -1)
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