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Prevents TextureUniform in visual shaders from conversion to constant
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@@ -3744,6 +3744,10 @@ bool VisualShaderNodeFloatUniform::is_qualifier_supported(Qualifier p_qual) cons
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return true; // all qualifiers are supported
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}
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bool VisualShaderNodeFloatUniform::is_convertible_to_constant() const {
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return true; // conversion is allowed
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}
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Vector<StringName> VisualShaderNodeFloatUniform::get_editable_properties() const {
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Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
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props.push_back("hint");
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@@ -3911,6 +3915,10 @@ bool VisualShaderNodeIntUniform::is_qualifier_supported(Qualifier p_qual) const
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return true; // all qualifiers are supported
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}
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bool VisualShaderNodeIntUniform::is_convertible_to_constant() const {
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return true; // conversion is allowed
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}
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Vector<StringName> VisualShaderNodeIntUniform::get_editable_properties() const {
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Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
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props.push_back("hint");
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@@ -4019,6 +4027,10 @@ bool VisualShaderNodeBooleanUniform::is_qualifier_supported(Qualifier p_qual) co
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return true; // all qualifiers are supported
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}
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bool VisualShaderNodeBooleanUniform::is_convertible_to_constant() const {
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return true; // conversion is allowed
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}
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Vector<StringName> VisualShaderNodeBooleanUniform::get_editable_properties() const {
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Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
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props.push_back("default_value_enabled");
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@@ -4113,6 +4125,10 @@ bool VisualShaderNodeColorUniform::is_qualifier_supported(Qualifier p_qual) cons
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return true; // all qualifiers are supported
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}
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bool VisualShaderNodeColorUniform::is_convertible_to_constant() const {
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return true; // conversion is allowed
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}
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Vector<StringName> VisualShaderNodeColorUniform::get_editable_properties() const {
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Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
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props.push_back("default_value_enabled");
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@@ -4209,6 +4225,10 @@ bool VisualShaderNodeVec3Uniform::is_qualifier_supported(Qualifier p_qual) const
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return true; // all qualifiers are supported
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}
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bool VisualShaderNodeVec3Uniform::is_convertible_to_constant() const {
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return true; // conversion is allowed
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}
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Vector<StringName> VisualShaderNodeVec3Uniform::get_editable_properties() const {
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Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
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props.push_back("default_value_enabled");
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@@ -4309,6 +4329,10 @@ bool VisualShaderNodeTransformUniform::is_qualifier_supported(Qualifier p_qual)
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return true; // all qualifiers are supported
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}
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bool VisualShaderNodeTransformUniform::is_convertible_to_constant() const {
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return true; // conversion is allowed
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}
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Vector<StringName> VisualShaderNodeTransformUniform::get_editable_properties() const {
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Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
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props.push_back("default_value_enabled");
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@@ -4494,6 +4518,10 @@ bool VisualShaderNodeTextureUniform::is_qualifier_supported(Qualifier p_qual) co
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return false;
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}
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bool VisualShaderNodeTextureUniform::is_convertible_to_constant() const {
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return false; // conversion is not allowed
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}
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VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() {
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simple_decl = false;
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}
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