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Make custom visual shader nodes automatically updates from script
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@@ -133,6 +133,7 @@ public:
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void update_curve_xyz(int p_node_id);
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void set_expression(VisualShader::Type p_type, int p_node_id, const String &p_expression);
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int get_constant_index(float p_constant) const;
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Ref<Script> get_node_script(int p_node_id) const;
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void update_node_size(int p_node_id);
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void update_theme();
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VisualShader::Type get_shader_type() const;
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@@ -190,6 +191,9 @@ class VisualShaderEditor : public VBoxContainer {
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PanelContainer *error_panel = nullptr;
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Label *error_label = nullptr;
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bool _block_update_options_menu = false;
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bool _block_rebuild_shader = false;
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Point2 saved_node_pos;
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bool saved_node_pos_dirty = false;
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@@ -497,6 +501,9 @@ class VisualShaderEditor : public VBoxContainer {
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void _update_parameter_refs(HashSet<String> &p_names);
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void _update_varyings();
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void _update_options_menu_deferred();
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void _rebuild_shader_deferred();
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void _visibility_changed();
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protected:
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@@ -504,7 +511,6 @@ protected:
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static void _bind_methods();
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public:
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void update_nodes();
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void add_plugin(const Ref<VisualShaderNodePlugin> &p_plugin);
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void remove_plugin(const Ref<VisualShaderNodePlugin> &p_plugin);
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@@ -513,6 +519,9 @@ public:
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void clear_custom_types();
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void add_custom_type(const String &p_name, const Ref<Script> &p_script, const String &p_description, int p_return_icon_type, const String &p_category, bool p_highend);
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Dictionary get_custom_node_data(Ref<VisualShaderNodeCustom> &p_custom_node);
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void update_custom_type(const Ref<Resource> &p_resource);
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virtual Size2 get_minimum_size() const override;
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void edit(VisualShader *p_visual_shader);
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VisualShaderEditor();
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