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Rename visual shader editor setting category for proper capitalization

Hugo Locurcio 3 years ago
parent
commit
ecefb5505a

+ 1 - 1
doc/classes/EditorSettings.xml

@@ -347,7 +347,7 @@
 		</member>
 		</member>
 		<member name="editors/visual_editors/minimap_opacity" type="float" setter="" getter="">
 		<member name="editors/visual_editors/minimap_opacity" type="float" setter="" getter="">
 		</member>
 		</member>
-		<member name="editors/visual_editors/visualshader/port_preview_size" type="int" setter="" getter="">
+		<member name="editors/visual_editors/visual_shader/port_preview_size" type="int" setter="" getter="">
 		</member>
 		</member>
 		<member name="filesystem/directories/autoscan_project_path" type="String" setter="" getter="">
 		<member name="filesystem/directories/autoscan_project_path" type="String" setter="" getter="">
 		</member>
 		</member>

+ 1 - 1
editor/editor_settings.cpp

@@ -685,7 +685,7 @@ void EditorSettings::_load_defaults(Ref<ConfigFile> p_extra_config) {
 	// Visual editors
 	// Visual editors
 	EDITOR_SETTING(Variant::FLOAT, PROPERTY_HINT_RANGE, "editors/visual_editors/minimap_opacity", 0.85, "0.0,1.0,0.01")
 	EDITOR_SETTING(Variant::FLOAT, PROPERTY_HINT_RANGE, "editors/visual_editors/minimap_opacity", 0.85, "0.0,1.0,0.01")
 	EDITOR_SETTING(Variant::FLOAT, PROPERTY_HINT_RANGE, "editors/visual_editors/lines_curvature", 0.5, "0.0,1.0,0.01")
 	EDITOR_SETTING(Variant::FLOAT, PROPERTY_HINT_RANGE, "editors/visual_editors/lines_curvature", 0.5, "0.0,1.0,0.01")
-	EDITOR_SETTING(Variant::INT, PROPERTY_HINT_RANGE, "editors/visual_editors/visualshader/port_preview_size", 160, "100,400,0.01")
+	EDITOR_SETTING(Variant::INT, PROPERTY_HINT_RANGE, "editors/visual_editors/visual_shader/port_preview_size", 160, "100,400,0.01")
 
 
 	/* Run */
 	/* Run */
 
 

+ 1 - 1
editor/plugins/visual_shader_editor_plugin.cpp

@@ -6249,7 +6249,7 @@ void VisualShaderNodePortPreview::setup(const Ref<VisualShader> &p_shader, Visua
 }
 }
 
 
 Size2 VisualShaderNodePortPreview::get_minimum_size() const {
 Size2 VisualShaderNodePortPreview::get_minimum_size() const {
-	int port_preview_size = EditorSettings::get_singleton()->get("editors/visual_editors/visualshader/port_preview_size");
+	int port_preview_size = EditorSettings::get_singleton()->get("editors/visual_editors/visual_shader/port_preview_size");
 	return Size2(port_preview_size, port_preview_size) * EDSCALE;
 	return Size2(port_preview_size, port_preview_size) * EDSCALE;
 }
 }