Refactor node processing in visual shader member dialog

This commit is contained in:
Yuri Roubinsky
2020-02-14 15:11:55 +03:00
parent 851cb42963
commit b78b37ed3f
4 changed files with 98 additions and 134 deletions

View File

@ -20,8 +20,8 @@
<return type="String">
</return>
<description>
Override this method to define the category of the associated custom node in the Visual Shader Editor's members dialog.
Defining this method is [b]optional[/b]. If not overridden, the node will be filed under the "Custom" category.
Override this method to define the path to the associated custom node in the Visual Shader Editor's members dialog. The path may looks like [code]"MyGame/MyFunctions/Noise"[/code].
Defining this method is [b]optional[/b]. If not overridden, the node will be filed under the "Addons" category.
</description>
</method>
<method name="_get_code" qualifiers="virtual">
@ -135,14 +135,6 @@
Defining this method is [b]optional[/b]. If not overridden, no return icon is shown.
</description>
</method>
<method name="_get_subcategory" qualifiers="virtual">
<return type="String">
</return>
<description>
Override this method to define the subcategory of the associated custom node in the Visual Shader Editor's members dialog.
Defining this method is [b]optional[/b]. If not overridden, the node will be filed under the root of the main category (see [method _get_category]).
</description>
</method>
<method name="_is_highend" qualifiers="virtual">
<return type="bool">
</return>