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Dead code tells no tales
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@@ -252,9 +252,6 @@ void ShaderEditor::_menu_option(int p_option) {
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current->get_find_replace_bar()->popup_replace();
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} break;
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//case SEARCH_LOCATE_SYMBOL: {
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//} break;
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case SEARCH_GOTO_LINE: {
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goto_line_dialog->popup_find_line(current->get_text_edit());
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@@ -274,90 +271,6 @@ void ShaderEditor::_notification(int p_what) {
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}
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}
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Dictionary ShaderEditor::get_state() const {
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#if 0
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apply_shaders();
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Dictionary state;
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Array paths;
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int open=-1;
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for(int i=0;i<tab_container->get_child_count();i++) {
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ShaderTextEditor *ste = tab_container->Object::cast_to<ShaderTextEditor>(get_child(i));
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if (!ste)
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continue;
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Ref<Shader> shader = ste->get_edited_shader();
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if (shader->get_path()!="" && shader->get_path().find("local://")==-1 && shader->get_path().find("::")==-1) {
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paths.push_back(shader->get_path());
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} else {
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const Node *owner = _find_node_with_shader(get_root_node(),shader.get_ref_ptr());
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if (owner)
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paths.push_back(owner->get_path());
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}
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if (i==tab_container->get_current_tab())
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open=i;
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}
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if (paths.size())
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state["sources"]=paths;
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if (open!=-1)
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state["current"]=open;
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return state;
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#endif
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return Dictionary();
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}
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void ShaderEditor::set_state(const Dictionary &p_state) {
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#if 0
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print_line("setting state..");
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if (!p_state.has("sources"))
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return; //bleh
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Array sources = p_state["sources"];
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for(int i=0;i<sources.size();i++) {
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Variant source=sources[i];
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Ref<Shader> shader;
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if (source.get_type()==Variant::NODE_PATH) {
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print_line("cain find owner at path "+String(source));
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Node *owner=get_root_node()->get_node(source);
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if (!owner)
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continue;
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shader = owner->get_shader();
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} else if (source.get_type()==Variant::STRING) {
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print_line("loading at path "+String(source));
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shader = ResourceLoader::load(source,"Shader");
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}
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print_line("found shader at "+String(source)+"? - "+itos(shader.is_null()));
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if (shader.is_null()) //ah well..
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continue;
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get_scene()->get_root_node()->call("_resource_selected",shader);
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}
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if (p_state.has("current"))
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tab_container->set_current_tab(p_state["current"]);
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#endif
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}
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void ShaderEditor::clear() {
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}
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void ShaderEditor::_params_changed() {
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shader_editor->_validate_script();
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@@ -519,20 +432,6 @@ void ShaderEditorPlugin::selected_notify() {
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shader_editor->ensure_select_current();
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}
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Dictionary ShaderEditorPlugin::get_state() const {
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return shader_editor->get_state();
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}
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void ShaderEditorPlugin::set_state(const Dictionary &p_state) {
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shader_editor->set_state(p_state);
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}
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void ShaderEditorPlugin::clear() {
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shader_editor->clear();
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}
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void ShaderEditorPlugin::save_external_data() {
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shader_editor->save_external_data();
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