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doc: Sync classref with current source

Rémi Verschelde 5 年之前
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4a9264271d
共有 3 个文件被更改,包括 3 次插入2 次删除
  1. 1 1
      doc/classes/Shader.xml
  2. 0 1
      doc/classes/VisualShader.xml
  3. 2 0
      scene/resources/visual_shader.cpp

+ 1 - 1
doc/classes/Shader.xml

@@ -55,7 +55,7 @@
 		<member name="code" type="String" setter="set_code" getter="get_code" default="&quot;&quot;">
 			Returns the shader's code as the user has written it, not the full generated code used internally.
 		</member>
-		<member name="custom_defines" type="String" setter="set_custom_defines" getter="get_custom_defines" default="&quot;#define MAX_LIGHT_DATA_STRUCTS 409#define MAX_FORWARD_LIGHTS 8#define MAX_REFLECTION_DATA_STRUCTS 455#define MAX_SKELETON_BONES 1365&quot;">
+		<member name="custom_defines" type="String" setter="set_custom_defines" getter="get_custom_defines" default="&quot;&quot;">
 			Returns the shader's custom defines. Custom defines can be used in Godot to add GLSL preprocessor directives (e.g: extensions) required for the shader logic.
 			[b]Note:[/b] Custom defines are not validated by the Godot shader parser, so care should be taken when using them.
 		</member>

+ 0 - 1
doc/classes/VisualShader.xml

@@ -193,7 +193,6 @@
 		</method>
 	</methods>
 	<members>
-		<member name="code" type="String" setter="set_code" getter="get_code" override="true" default="&quot;shader_type spatial;void vertex() {// Output:0}void fragment() {// Output:0}void light() {// Output:0}&quot;" />
 		<member name="graph_offset" type="Vector2" setter="set_graph_offset" getter="get_graph_offset" default="Vector2( 0, 0 )">
 			The offset vector of the whole graph.
 		</member>

+ 2 - 0
scene/resources/visual_shader.cpp

@@ -1428,6 +1428,8 @@ void VisualShader::_bind_methods() {
 
 	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "graph_offset", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_graph_offset", "get_graph_offset");
 
+	ADD_PROPERTY_DEFAULT("code", ""); // Inherited from Shader, prevents showing default code as override in docs.
+
 	BIND_ENUM_CONSTANT(TYPE_VERTEX);
 	BIND_ENUM_CONSTANT(TYPE_FRAGMENT);
 	BIND_ENUM_CONSTANT(TYPE_LIGHT);