Ability to convert from SpatialMaterial to ShaderMaterial
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779426d2df
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3237e05c36
@ -3247,6 +3247,7 @@ void EditorNode::register_editor_types() {
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ClassDB::register_virtual_class<ScriptEditor>();
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ClassDB::register_virtual_class<EditorInterface>();
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ClassDB::register_class<EditorExportPlugin>();
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ClassDB::register_class<EditorResourceConversionPlugin>();
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// FIXME: Is this stuff obsolete, or should it be ported to new APIs?
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//ClassDB::register_class<EditorScenePostImport>();
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@ -4431,6 +4432,27 @@ void EditorNode::open_export_template_manager() {
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export_template_manager->popup_manager();
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}
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void EditorNode::add_resource_conversion_plugin(const Ref<EditorResourceConversionPlugin> &p_plugin) {
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resource_conversion_plugins.push_back(p_plugin);
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}
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void EditorNode::remove_resource_conversion_plugin(const Ref<EditorResourceConversionPlugin> &p_plugin) {
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resource_conversion_plugins.erase(p_plugin);
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}
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Vector<Ref<EditorResourceConversionPlugin> > EditorNode::find_resource_conversion_plugin(const Ref<Resource> &p_for_resource) {
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Vector<Ref<EditorResourceConversionPlugin> > ret;
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for (int i = 0; i < resource_conversion_plugins.size(); i++) {
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if (resource_conversion_plugins[i].is_valid() && resource_conversion_plugins[i]->handles(p_for_resource)) {
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ret.push_back(resource_conversion_plugins[i]);
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}
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}
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return ret;
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}
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void EditorNode::_bind_methods() {
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ClassDB::bind_method("_menu_option", &EditorNode::_menu_option);
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@ -5497,6 +5519,11 @@ EditorNode::EditorNode() {
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resource_preview->add_preview_generator(Ref<EditorMeshPreviewPlugin>(memnew(EditorMeshPreviewPlugin)));
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resource_preview->add_preview_generator(Ref<EditorBitmapPreviewPlugin>(memnew(EditorBitmapPreviewPlugin)));
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{
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Ref<SpatialMaterialConversionPlugin> spatial_mat_convert;
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spatial_mat_convert.instance();
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resource_conversion_plugins.push_back(spatial_mat_convert);
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}
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circle_step_msec = OS::get_singleton()->get_ticks_msec();
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circle_step_frame = Engine::get_singleton()->get_frames_drawn();
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circle_step = 0;
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@ -608,6 +608,8 @@ private:
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void _license_tree_selected();
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Vector<Ref<EditorResourceConversionPlugin> > resource_conversion_plugins;
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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@ -776,6 +778,10 @@ public:
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~EditorNode();
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void get_singleton(const char *arg1, bool arg2);
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void add_resource_conversion_plugin(const Ref<EditorResourceConversionPlugin> &p_plugin);
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void remove_resource_conversion_plugin(const Ref<EditorResourceConversionPlugin> &p_plugin);
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Vector<Ref<EditorResourceConversionPlugin> > find_resource_conversion_plugin(const Ref<Resource> &p_for_resource);
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static void add_init_callback(EditorNodeInitCallback p_callback) { _init_callbacks.push_back(p_callback); }
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static void add_build_callback(EditorBuildCallback p_callback);
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};
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@ -30,9 +30,11 @@
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// FIXME: Disabled as (according to reduz) users were complaining that it gets in the way
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// Waiting for PropertyEditor rewrite (planned for 3.1) to be refactored.
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#if 0
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#include "material_editor_plugin.h"
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#if 0
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#include "scene/main/viewport.h"
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void MaterialEditor::_gui_input(InputEvent p_event) {
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@ -416,3 +418,41 @@ MaterialEditorPlugin::~MaterialEditorPlugin()
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}
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#endif
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String SpatialMaterialConversionPlugin::converts_to() const {
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return "ShaderMaterial";
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}
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bool SpatialMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
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Ref<SpatialMaterial> mat = p_resource;
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return mat.is_valid();
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}
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Ref<Resource> SpatialMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) {
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Ref<SpatialMaterial> mat = p_resource;
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ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
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Ref<ShaderMaterial> smat;
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smat.instance();
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Ref<Shader> shader;
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shader.instance();
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String code = VS::get_singleton()->shader_get_code(mat->get_shader_rid());
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shader->set_code(code);
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smat->set_shader(shader);
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List<PropertyInfo> params;
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VS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), ¶ms);
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for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
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Variant value = VS::get_singleton()->material_get_param(mat->get_rid(), E->get().name);
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smat->set_shader_param(E->get().name, value);
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}
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smat->set_render_priority(mat->get_render_priority());
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return smat;
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}
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@ -30,6 +30,7 @@
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#ifndef MATERIAL_EDITOR_PLUGIN_H
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#define MATERIAL_EDITOR_PLUGIN_H
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#include "editor/property_editor.h"
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// FIXME: Disabled as (according to reduz) users were complaining that it gets in the way
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// Waiting for PropertyEditor rewrite (planned for 3.1) to be refactored.
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#if 0
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@ -101,4 +102,13 @@ public:
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};
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#endif
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class SpatialMaterialConversionPlugin : public EditorResourceConversionPlugin {
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GDCLASS(SpatialMaterialConversionPlugin, EditorResourceConversionPlugin)
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public:
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virtual String converts_to() const;
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virtual bool handles(const Ref<Resource> &p_resource) const;
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virtual Ref<Resource> convert(const Ref<Resource> &p_resource);
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};
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#endif // MATERIAL_EDITOR_PLUGIN_H
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@ -53,6 +53,49 @@
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#include "scene/resources/packed_scene.h"
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#include "scene/scene_string_names.h"
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void EditorResourceConversionPlugin::_bind_methods() {
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MethodInfo mi;
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mi.name = "_convert";
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mi.return_val.type = Variant::OBJECT;
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mi.return_val.class_name = "Resource";
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mi.return_val.hint = PROPERTY_HINT_RESOURCE_TYPE;
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mi.return_val.hint_string = "Resource";
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mi.arguments.push_back(mi.return_val);
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mi.arguments[0].name = "resource";
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BIND_VMETHOD(mi)
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mi.name = "_handles";
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mi.return_val = PropertyInfo(Variant::BOOL, "");
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BIND_VMETHOD(MethodInfo(Variant::BOOL, "_converts_to"));
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}
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String EditorResourceConversionPlugin::converts_to() const {
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if (get_script_instance())
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return get_script_instance()->call("_converts_to");
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return "";
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}
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bool EditorResourceConversionPlugin::handles(const Ref<Resource> &p_resource) const {
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if (get_script_instance())
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return get_script_instance()->call("_handles", p_resource);
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return false;
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}
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Ref<Resource> EditorResourceConversionPlugin::convert(const Ref<Resource> &p_resource) {
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if (get_script_instance())
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return get_script_instance()->call("_convert", p_resource);
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return Ref<Resource>();
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}
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void CustomPropertyEditor::_notification(int p_what) {
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if (p_what == NOTIFICATION_DRAW) {
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@ -213,6 +256,20 @@ void CustomPropertyEditor::_menu_option(int p_which) {
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} break;
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default: {
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if (p_which >= CONVERT_BASE_ID) {
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int to_type = p_which - CONVERT_BASE_ID;
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Vector<Ref<EditorResourceConversionPlugin> > conversions = EditorNode::get_singleton()->find_resource_conversion_plugin(RES(v));
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ERR_FAIL_INDEX(to_type, conversions.size());
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Ref<Resource> new_res = conversions[to_type]->convert(v);
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v = new_res;
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emit_signal("variant_changed");
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break;
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}
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ERR_FAIL_COND(inheritors_array.empty());
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String intype = inheritors_array[p_which - TYPE_BASE_ID];
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@ -903,6 +960,27 @@ bool CustomPropertyEditor::edit(Object *p_owner, const String &p_name, Variant::
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}
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}
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if (!RES(v).is_null()) {
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Vector<Ref<EditorResourceConversionPlugin> > conversions = EditorNode::get_singleton()->find_resource_conversion_plugin(RES(v));
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if (conversions.size()) {
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menu->add_separator();
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}
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for (int i = 0; i < conversions.size(); i++) {
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String what = conversions[i]->converts_to();
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Ref<Texture> icon;
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if (has_icon(what, "EditorIcons")) {
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icon = get_icon(what, "EditorIcons");
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} else {
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icon = get_icon(what, "Resource");
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}
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menu->add_icon_item(icon, vformat(TTR("Convert To %s"), what), CONVERT_BASE_ID + i);
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}
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}
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menu->set_position(get_position());
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menu->popup();
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hide();
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@ -53,6 +53,19 @@ class PropertyValueEvaluator;
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class CreateDialog;
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class PropertySelector;
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class EditorResourceConversionPlugin : public Reference {
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GDCLASS(EditorResourceConversionPlugin, Reference)
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protected:
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static void _bind_methods();
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public:
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virtual String converts_to() const;
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virtual bool handles(const Ref<Resource> &p_resource) const;
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virtual Ref<Resource> convert(const Ref<Resource> &p_resource);
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};
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class CustomPropertyEditor : public Popup {
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GDCLASS(CustomPropertyEditor, Popup);
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@ -68,7 +81,8 @@ class CustomPropertyEditor : public Popup {
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OBJ_MENU_PASTE = 5,
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OBJ_MENU_NEW_SCRIPT = 6,
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OBJ_MENU_SHOW_IN_FILE_SYSTEM = 7,
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TYPE_BASE_ID = 100
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TYPE_BASE_ID = 100,
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CONVERT_BASE_ID = 1000
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};
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enum {
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@ -1611,6 +1611,12 @@ float SpatialMaterial::get_distance_fade_min_distance() const {
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return distance_fade_min_distance;
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}
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RID SpatialMaterial::get_shader_rid() const {
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ERR_FAIL_COND_V(!shader_map.has(current_key), RID());
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return shader_map[current_key].shader;
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}
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void SpatialMaterial::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_albedo", "albedo"), &SpatialMaterial::set_albedo);
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@ -579,6 +579,8 @@ public:
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static RID get_material_rid_for_2d(bool p_shaded, bool p_transparent, bool p_double_sided, bool p_cut_alpha, bool p_opaque_prepass);
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RID get_shader_rid() const;
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SpatialMaterial();
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virtual ~SpatialMaterial();
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};
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