Fixed error due to bad cursor handling when parsing shader code
Fixed completion error log thrown on "no auto-completion found" for typings with no completion.
(cherry picked from commit 7a74d310aa
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parent
33a93311ec
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854fc3cb97
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@ -2550,7 +2550,9 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
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TkPos pos = _get_tkpos();
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TkPos pos = _get_tkpos();
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tk = _get_token();
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tk = _get_token();
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if (tk.type == TK_PERIOD) {
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if (tk.type == TK_CURSOR) {
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//do nothing
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} else if (tk.type == TK_PERIOD) {
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StringName identifier;
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StringName identifier;
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if (_get_completable_identifier(p_block, COMPLETION_INDEX, identifier)) {
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if (_get_completable_identifier(p_block, COMPLETION_INDEX, identifier)) {
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@ -4140,8 +4142,8 @@ Error ShaderLanguage::complete(const String &p_code, const Map<StringName, Funct
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switch (completion_type) {
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switch (completion_type) {
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case COMPLETION_NONE: {
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case COMPLETION_NONE: {
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//do none
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//do nothing
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return ERR_PARSE_ERROR;
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return OK;
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} break;
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} break;
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case COMPLETION_RENDER_MODE: {
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case COMPLETION_RENDER_MODE: {
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for (const Set<String>::Element *E = p_render_modes.front(); E; E = E->next()) {
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for (const Set<String>::Element *E = p_render_modes.front(); E; E = E->next()) {
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