Refactor node processing in visual shader member dialog
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@ -20,8 +20,8 @@
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<return type="String">
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</return>
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<description>
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Override this method to define the category of the associated custom node in the Visual Shader Editor's members dialog.
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Defining this method is [b]optional[/b]. If not overridden, the node will be filed under the "Custom" category.
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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].
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Defining this method is [b]optional[/b]. If not overridden, the node will be filed under the "Addons" category.
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</description>
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</method>
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<method name="_get_code" qualifiers="virtual">
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@ -135,14 +135,6 @@
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Defining this method is [b]optional[/b]. If not overridden, no return icon is shown.
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</description>
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</method>
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<method name="_get_subcategory" qualifiers="virtual">
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<return type="String">
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</return>
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<description>
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Override this method to define the subcategory of the associated custom node in the Visual Shader Editor's members dialog.
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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]).
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</description>
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</method>
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<method name="_is_highend" qualifiers="virtual">
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<return type="bool">
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</return>
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