Fixed shader editor when no files are currently in shader list
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166df0896c
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119e1a2937
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@ -1241,7 +1241,7 @@ void ShaderEditorPlugin::_update_shader_list() {
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shader_list->select(shader_tabs->get_current_tab());
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}
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for (int i = 1; i < FILE_MAX; i++) {
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for (int i = FILE_SAVE; i < FILE_MAX; i++) {
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file_menu->get_popup()->set_item_disabled(file_menu->get_popup()->get_item_index(i), edited_shaders.size() == 0);
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}
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@ -1592,7 +1592,7 @@ ShaderEditorPlugin::ShaderEditorPlugin() {
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file_menu->get_popup()->connect("id_pressed", callable_mp(this, &ShaderEditorPlugin::_menu_item_pressed));
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file_hb->add_child(file_menu);
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for (int i = 2; i < FILE_MAX; i++) {
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for (int i = FILE_SAVE; i < FILE_MAX; i++) {
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file_menu->get_popup()->set_item_disabled(file_menu->get_popup()->get_item_index(i), true);
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}
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@ -219,6 +219,8 @@ class ShaderEditorPlugin : public EditorPlugin {
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LocalVector<EditedShader> edited_shaders;
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// Always valid operations come first in the enum, file-specific ones
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// should go after FILE_SAVE which is used to build the menu accordingly.
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enum {
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FILE_NEW,
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FILE_NEW_INCLUDE,
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