Merge pull request #74 from V-Sekai/reset-path

Update Windows workflow to use the official Godot repository
This commit is contained in:
K. S. Ernest (iFire) Lee
2023-10-10 23:05:35 -04:00
committed by GitHub
3 changed files with 10 additions and 4 deletions

View File

@@ -22,8 +22,8 @@ jobs:
# Clone Godot
- uses: actions/checkout@v2
with:
repository: v-sekai/godot
ref: groups-4.x
repository: godotengine/godot
ref: master
# Clone our module under the correct directory
- uses: actions/checkout@v2
@@ -88,8 +88,8 @@ jobs:
# Clone Godot
- uses: actions/checkout@v2
with:
repository: v-sekai/godot
ref: groups-4.x
repository: godotengine/godot
ref: master
# Clone our module under the correct directory
- uses: actions/checkout@v2

View File

@@ -779,6 +779,10 @@ bool VisualScript::can_instantiate() const {
return true; // ScriptServer::is_scripting_enabled();
}
bool VisualScript::is_abstract() const {
return false;
}
StringName VisualScript::get_instance_base_type() const { return base_type; }
Ref<Script> VisualScript::get_base_script() const {

View File

@@ -358,6 +358,7 @@ public:
void set_instance_base_type(const StringName &p_type);
virtual bool can_instantiate() const override;
virtual bool is_abstract() const override;
virtual Ref<Script> get_base_script() const override;
virtual StringName get_global_name() const override;
@@ -624,6 +625,7 @@ public:
//////////////////////////////////////
virtual String get_name() const override;
virtual void get_doc_comment_delimiters(List<String> *p_delimiters) const override {};
/* LANGUAGE FUNCTIONS */
virtual void init() override;