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)
This commit is contained in:
Anish 2018-02-21 14:41:01 +05:30 committed by Hein-Pieter van Braam
parent 0aab429453
commit 3f7e036c4f
1 changed files with 11 additions and 9 deletions

View File

@ -525,26 +525,28 @@ void ScriptCreateDialog::_update_dialog() {
/* Is Script created or loaded from existing file */
if (is_new_script_created) {
if (is_built_in) {
get_ok()->set_text(TTR("Create"));
parent_name->set_editable(true);
parent_browse_button->set_disabled(false);
internal->set_disabled(!supports_built_in);
_msg_path_valid(true, TTR("Built-in script (into scene file)"));
} else if (is_new_script_created) {
// New Script Created
get_ok()->set_text(TTR("Create"));
parent_name->set_editable(true);
parent_browse_button->set_disabled(false);
internal->set_disabled(!supports_built_in);
if (is_built_in) {
_msg_path_valid(true, TTR("Built-in script (into scene file)"));
} else {
if (script_ok) {
if (is_path_valid) {
_msg_path_valid(true, TTR("Create new script file"));
}
}
} else {
// Script Loaded
get_ok()->set_text(TTR("Load"));
parent_name->set_editable(false);
parent_browse_button->set_disabled(true);
internal->set_disabled(true);
if (script_ok) {
internal->set_disabled(!supports_built_in);
if (is_path_valid) {
_msg_path_valid(true, TTR("Load existing script file"));
}
}