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| author | Juan Linietsky | 2016-08-08 01:21:22 -0300 |
|---|---|---|
| committer | Juan Linietsky | 2016-08-08 01:21:22 -0300 |
| commit | 9865650b43c2a924f5e3ed4ffdaac56c87328756 (patch) | |
| tree | f32bb974d4ea39076d830f07ad163da8cae42b68 /tools/editor/property_editor.cpp | |
| parent | cfbdeeffec74f9c8c8d7ddac9b31eb32c85ddf89 (diff) | |
| download | godot-9865650b43c2a924f5e3ed4ffdaac56c87328756.tar.gz godot-9865650b43c2a924f5e3ed4ffdaac56c87328756.tar.zst godot-9865650b43c2a924f5e3ed4ffdaac56c87328756.zip | |
Added a simpler way to do sub-functions in both visual and gdscript with the subcall node.
With this, visual script is almost done (missing registering custom nodes from addon).
All this is probably pretty broken, too and needs a lot of testing.
Diffstat (limited to 'tools/editor/property_editor.cpp')
| -rw-r--r-- | tools/editor/property_editor.cpp | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/tools/editor/property_editor.cpp b/tools/editor/property_editor.cpp index f66cdd7ca..0518018e5 100644 --- a/tools/editor/property_editor.cpp +++ b/tools/editor/property_editor.cpp @@ -211,6 +211,10 @@ void CustomPropertyEditor::_menu_option(int p_which) { ERR_BREAK( !obj ); Resource *res=obj->cast_to<Resource>(); ERR_BREAK( !res ); + if (owner && hint==PROPERTY_HINT_RESOURCE_TYPE && hint_text=="Script") { + //make visual script the right type + res->call("set_instance_base_type",owner->get_type()); + } v=Ref<Resource>(res).get_ref_ptr(); emit_signal("variant_changed"); |
