You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-11 13:10:58 +00:00
Removed unused property hints and Object::get_translatable_strings()
* Remove unused `EditorPropertyMember` and related hints, previouly used by VisualScript. Such logic should be implemented in the VS module itself. * As the above broke compatibility with the VS module, clean up the other hacks that were still in core in support of VisualScript. * `PROPERTY_USAGE_INTERNATIONALIZED` was only used in Object's `get_translatable_strings()`, which is a legacy function not used anywhere. So both are removed. * Reordered some usage flags after the above removal to minimize the diff. * General clean up. Fixes #30203. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
This commit is contained in:
committed by
Rémi Verschelde
parent
964fc6e15d
commit
0e0a6bb39b
@@ -2336,7 +2336,7 @@ void EditorNode::_edit_current(bool p_skip_foreign) {
|
||||
if (main_plugin && !skip_main_plugin) {
|
||||
// Special case if use of external editor is true.
|
||||
Resource *current_res = Object::cast_to<Resource>(current_obj);
|
||||
if (main_plugin->get_name() == "Script" && !current_obj->is_class("VisualScript") && current_res && !current_res->is_built_in() && (bool(EDITOR_GET("text_editor/external/use_external_editor")) || overrides_external_editor(current_obj))) {
|
||||
if (main_plugin->get_name() == "Script" && current_res && !current_res->is_built_in() && (bool(EDITOR_GET("text_editor/external/use_external_editor")) || overrides_external_editor(current_obj))) {
|
||||
if (!changing_scene) {
|
||||
main_plugin->edit(current_obj);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user