Removed unused method "build" from VisualShaderNodeExpression
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38df7ebed3
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@ -7,12 +7,6 @@
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<tutorials>
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<tutorials>
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</tutorials>
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</tutorials>
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<methods>
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<methods>
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<method name="build">
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<return type="void">
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</return>
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<description>
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</description>
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</method>
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</methods>
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</methods>
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<members>
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<members>
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<member name="editable" type="bool" setter="set_editable" getter="is_editable" override="true" default="true" />
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<member name="editable" type="bool" setter="set_editable" getter="is_editable" override="true" default="true" />
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@ -2532,10 +2532,6 @@ void VisualShaderNodeExpression::set_expression(const String &p_expression) {
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expression = p_expression;
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expression = p_expression;
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}
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}
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void VisualShaderNodeExpression::build() {
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emit_changed();
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}
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String VisualShaderNodeExpression::get_expression() const {
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String VisualShaderNodeExpression::get_expression() const {
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return expression;
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return expression;
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}
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}
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@ -2642,8 +2638,6 @@ void VisualShaderNodeExpression::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_expression", "expression"), &VisualShaderNodeExpression::set_expression);
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ClassDB::bind_method(D_METHOD("set_expression", "expression"), &VisualShaderNodeExpression::set_expression);
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ClassDB::bind_method(D_METHOD("get_expression"), &VisualShaderNodeExpression::get_expression);
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ClassDB::bind_method(D_METHOD("get_expression"), &VisualShaderNodeExpression::get_expression);
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ClassDB::bind_method(D_METHOD("build"), &VisualShaderNodeExpression::build);
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ADD_PROPERTY(PropertyInfo(Variant::STRING, "expression"), "set_expression", "get_expression");
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ADD_PROPERTY(PropertyInfo(Variant::STRING, "expression"), "set_expression", "get_expression");
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}
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}
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@ -457,8 +457,6 @@ public:
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void set_expression(const String &p_expression);
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void set_expression(const String &p_expression);
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String get_expression() const;
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String get_expression() const;
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void build();
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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;
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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;
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VisualShaderNodeExpression();
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VisualShaderNodeExpression();
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