Merge pull request #33569 from akien-mga/3.1

Assorted cherry-picks from the master branch for Godot 3.1.2 [4th batch]
This commit is contained in:
Rémi Verschelde
2019-11-12 15:45:30 +01:00
committed by GitHub
3 changed files with 3 additions and 15 deletions

View File

@@ -45,15 +45,7 @@ bool VisualScriptNode::is_breakpoint() const {
return breakpoint;
}
void VisualScriptNode::_notification(int p_what) {
if (p_what == NOTIFICATION_POSTINITIALIZE) {
validate_input_default_values();
}
}
void VisualScriptNode::ports_changed_notify() {
validate_input_default_values();
emit_signal("ports_changed");
}
@@ -272,11 +264,7 @@ void VisualScript::_node_ports_changed(int p_id) {
Function &func = functions[function];
Ref<VisualScriptNode> vsn = func.nodes[p_id].node;
if (OS::get_singleton()->get_main_loop() &&
Object::cast_to<SceneTree>(OS::get_singleton()->get_main_loop()) &&
Engine::get_singleton()->is_editor_hint()) {
vsn->validate_input_default_values(); //force validate default values when editing on editor
}
vsn->validate_input_default_values();
//must revalidate all the functions
@@ -352,6 +340,7 @@ void VisualScript::add_node(const StringName &p_func, int p_id, const Ref<Visual
Ref<VisualScriptNode> vsn = p_node;
vsn->connect("ports_changed", this, "_node_ports_changed", varray(p_id));
vsn->scripts_used.insert(this);
vsn->validate_input_default_values(); // Validate when fully loaded
func.nodes[p_id] = nd;
}

View File

@@ -54,7 +54,6 @@ class VisualScriptNode : public Resource {
void validate_input_default_values();
protected:
void _notification(int p_what);
void ports_changed_notify();
static void _bind_methods();

View File

@@ -2040,7 +2040,7 @@ void VisualScriptEditor::set_edit_state(const Variant &p_state) {
Dictionary d = p_state;
if (d.has("function")) {
edited_func = p_state;
edited_func = d["function"];
selected = edited_func;
}