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Make ShaderMaterial always the last option in inspector resource dropdowns
ShaderMaterial is the "advanced" option, while the "basic" options should be listed first for easier accessibility (and because they're generally used more often). This makes sky and particle materials consistent with canvas/spatial/fog materials on this aspect.
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@@ -764,7 +764,7 @@ void GPUParticles3D::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "trail_enabled"), "set_trail_enabled", "is_trail_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "trail_lifetime", PROPERTY_HINT_RANGE, "0.01,10,0.01,or_greater,suffix:s"), "set_trail_lifetime", "get_trail_lifetime");
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ADD_GROUP("Process Material", "");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "process_material", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,ParticleProcessMaterial"), "set_process_material", "get_process_material");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "process_material", PROPERTY_HINT_RESOURCE_TYPE, "ParticleProcessMaterial,ShaderMaterial"), "set_process_material", "get_process_material");
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ADD_GROUP("Draw Passes", "draw_");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "draw_passes", PROPERTY_HINT_RANGE, "0," + itos(MAX_DRAW_PASSES) + ",1"), "set_draw_passes", "get_draw_passes");
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for (int i = 0; i < MAX_DRAW_PASSES; i++) {
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