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Improvements to shader editor #63582

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merged 1 commit into from
Aug 11, 2022
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@KoBeWi KoBeWi commented Jul 28, 2022

This PR does some improvements to shader editor, to bring it closer on par with script editor:

  • allow to close shaders with middle click
  • tweak shader names to use the same naming as scripts (for built-ins, named shaders etc)
  • show (*) for unsaved shaders
  • update shader list when scene is saved or shader is modified
    image

Putting as draft for now because there is some bug with renaming shaders. Also visual shaders don't have unsaved status, I'll have to see if it's easy to implement.

@KoBeWi KoBeWi added this to the 4.0 milestone Jul 28, 2022
@KoBeWi KoBeWi marked this pull request as ready for review July 28, 2022 22:33
@KoBeWi KoBeWi requested a review from a team as a code owner July 28, 2022 22:33
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KoBeWi commented Jul 28, 2022

The bug I mentioned turns out to exist in alpha 13 too, so it's not caused by this PR. I think it should be ready.

I looked into visual shaders, but not sure how to implement the unsaved status. UndoRedo can be used for that, the problem is determining when the shader should be marked as saved. I left a TODO comment, maybe @Chaosus can implement it.

@clayjohn clayjohn merged commit 368446d into godotengine:master Aug 11, 2022
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Thanks!

@KoBeWi KoBeWi deleted the power_shader branch August 11, 2022 18:55
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3 participants