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Texture refactor
-Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD
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@@ -434,7 +434,7 @@ int ScriptEditorDebugger::_update_scene_tree(TreeItem *parent, const Array &node
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item->set_text(0, item_text);
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item->set_tooltip(0, TTR("Type:") + " " + item_type);
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ObjectID id = ObjectID(nodes[current_index + 3]);
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Ref<Texture> icon = EditorNode::get_singleton()->get_class_icon(nodes[current_index + 2], "");
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Ref<Texture2D> icon = EditorNode::get_singleton()->get_class_icon(nodes[current_index + 2], "");
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if (icon.is_valid()) {
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item->set_icon(0, icon);
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}
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@@ -1281,8 +1281,8 @@ void ScriptEditorDebugger::_notification(int p_what) {
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if (error_count == 0 && warning_count == 0) {
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errors_tab->set_name(TTR("Errors"));
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debugger_button->set_text(TTR("Debugger"));
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debugger_button->set_icon(Ref<Texture>());
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tabs->set_tab_icon(errors_tab->get_index(), Ref<Texture>());
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debugger_button->set_icon(Ref<Texture2D>());
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tabs->set_tab_icon(errors_tab->get_index(), Ref<Texture2D>());
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} else {
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errors_tab->set_name(TTR("Errors") + " (" + itos(error_count + warning_count) + ")");
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debugger_button->set_text(TTR("Debugger") + " (" + itos(error_count + warning_count) + ")");
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