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PropertyEditor: Filter out resource_local_to_scene

This lets the empty "Global" category disappear again.
Also silence a debug print.
Rémi Verschelde 7 rokov pred
rodič
commit
028f959fb1

+ 0 - 1
drivers/gles3/shader_compiler_gles3.cpp

@@ -230,7 +230,6 @@ void ShaderCompilerGLES3::_dump_function_deps(SL::ShaderNode *p_node, const Stri
 
 	for (Set<StringName>::Element *E = p_node->functions[fidx].uses_function.front(); E; E = E->next()) {
 
-		print_line(String(p_node->functions[fidx].name) + " uses function: " + String(E->get()));
 		if (added.has(E->get())) {
 			continue; //was added already
 		}

+ 2 - 2
editor/property_editor.cpp

@@ -4362,7 +4362,7 @@ class SectionedPropertyEditorFilter : public Object {
 			PropertyInfo pi = E->get();
 			int sp = pi.name.find("/");
 
-			if (pi.name == "resource_path" || pi.name == "resource_name" || pi.name.begins_with("script/")) //skip resource stuff
+			if (pi.name == "resource_path" || pi.name == "resource_name" || pi.name == "resource_local_to_scene" || pi.name.begins_with("script/")) //skip resource stuff
 				continue;
 
 			if (sp == -1) {
@@ -4512,7 +4512,7 @@ void SectionedPropertyEditor::update_category_list() {
 		else if (!(pi.usage & PROPERTY_USAGE_EDITOR))
 			continue;
 
-		if (pi.name.find(":") != -1 || pi.name == "script" || pi.name == "resource_name" || pi.name == "resource_path")
+		if (pi.name.find(":") != -1 || pi.name == "script" || pi.name == "resource_name" || pi.name == "resource_path" || pi.name == "resource_local_to_scene")
 			continue;
 
 		if (search_box && search_box->get_text() != String() && pi.name.findn(search_box->get_text()) == -1)