Godot now allows built-in irrespective of the filepath.
Since the file in the filepath is irrelevant when setting the file
as built-in, changes have been made to allow setting to built-in
even if the file in the path exists.
Fixes #16425
(cherry picked from commit 1fdb8251d2
)
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parent
0aab429453
commit
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@ -525,26 +525,28 @@ void ScriptCreateDialog::_update_dialog() {
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/* Is Script created or loaded from existing file */
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if (is_new_script_created) {
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if (is_built_in) {
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get_ok()->set_text(TTR("Create"));
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parent_name->set_editable(true);
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parent_browse_button->set_disabled(false);
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internal->set_disabled(!supports_built_in);
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_msg_path_valid(true, TTR("Built-in script (into scene file)"));
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} else if (is_new_script_created) {
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// New Script Created
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get_ok()->set_text(TTR("Create"));
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parent_name->set_editable(true);
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parent_browse_button->set_disabled(false);
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internal->set_disabled(!supports_built_in);
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if (is_built_in) {
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_msg_path_valid(true, TTR("Built-in script (into scene file)"));
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} else {
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if (script_ok) {
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if (is_path_valid) {
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_msg_path_valid(true, TTR("Create new script file"));
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}
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}
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} else {
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// Script Loaded
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get_ok()->set_text(TTR("Load"));
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parent_name->set_editable(false);
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parent_browse_button->set_disabled(true);
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internal->set_disabled(true);
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if (script_ok) {
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internal->set_disabled(!supports_built_in);
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if (is_path_valid) {
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_msg_path_valid(true, TTR("Load existing script file"));
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}
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}
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