Add missing icons, also make MSVC2010 happy
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c688b55019
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@ -125,7 +125,7 @@ void SpinBox::_input_event(const InputEvent& p_event) {
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if (drag.enabled) {
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float diff_y = drag.mouse_pos.y - cpos.y;
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diff_y=pow(ABS(diff_y),1.8)*SGN(diff_y);
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diff_y=pow((float)ABS(diff_y),(float)1.8)*SGN(diff_y);
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diff_y*=0.1;
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drag.mouse_pos=cpos;
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@ -2070,7 +2070,7 @@ void Tree::_input_event(InputEvent p_event) {
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TreeItem::Cell &c=popup_edited_item->cells[popup_edited_item_col];
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float diff_y = -b.relative_y;
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diff_y=pow(ABS(diff_y),1.8)*SGN(diff_y);
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diff_y=pow((float)ABS(diff_y),(float)1.8)*SGN(diff_y);
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diff_y*=0.1;
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range_drag_base=CLAMP(range_drag_base + c.step * diff_y, c.min, c.max);
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@ -2413,12 +2413,21 @@ void ShaderGraphView::_create_node(int p_id) {
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Array colors;
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colors.push_back("Color");
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colors.push_back("LightColor");
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colors.push_back("Light");
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colors.push_back("Diffuse");
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colors.push_back("Specular");
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colors.push_back("Emmision");
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Array reals;
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reals.push_back("Alpha");
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reals.push_back("NormapMapDepth");
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reals.push_back("DiffuseAlpha");
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reals.push_back("NormalMapDepth");
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reals.push_back("SpecExp");
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reals.push_back("Glow");
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reals.push_back("ShadeParam");
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reals.push_back("SpecularExp");
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reals.push_back("LightAlpha");
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reals.push_back("PointSize");
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reals.push_back("Discard");
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int idx=0;
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for (List<ShaderGraph::SlotInfo>::Element *E=si.front();E;E=E->next()) {
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@ -2739,10 +2748,8 @@ const char* ShaderGraphEditor::node_names[ShaderGraph::NODE_TYPE_MAX]={
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ShaderGraphEditor::ShaderGraphEditor(bool p_2d) {
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_2d=p_2d;
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HBoxContainer *hbc = memnew( HBoxContainer );
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popup = memnew( PopupMenu );
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hbc->add_child(popup);
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add_child(hbc);
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add_child(popup);
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tabs = memnew(TabContainer);
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