Merge pull request #109021 from KoBeWi/visual_code

Don't save code property of VisualShader
This commit is contained in:
Thaddeus Crews
2025-10-10 10:26:11 -05:00
2 changed files with 7 additions and 0 deletions

View File

@@ -2085,6 +2085,12 @@ void VisualShader::_get_property_list(List<PropertyInfo> *p_list) const {
}
}
void VisualShader::_validate_property(PropertyInfo &p_property) const {
if (p_property.name == "code") {
p_property.usage = PROPERTY_USAGE_NONE;
}
}
Error VisualShader::_write_node(Type type, StringBuilder *p_global_code, StringBuilder *p_global_code_per_node, HashMap<Type, StringBuilder> *p_global_code_per_func, StringBuilder &r_code, Vector<VisualShader::DefaultTextureParam> &r_def_tex_params, const HashMap<ConnectionKey, const List<Connection>::Element *> &p_input_connections, int p_node, HashSet<int> &r_processed, bool p_for_preview, HashSet<StringName> &r_classes) const {
const Ref<VisualShaderNode> vsnode = graph[type].nodes[p_node].node;

View File

@@ -172,6 +172,7 @@ protected:
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
void _validate_property(PropertyInfo &p_property) const;
virtual void reset_state() override;