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VisualShader Conversion fails with Embeds
Potentially resolves https://github.com/godotengine/godot/issues/101375 VisualShader now has a has_node_embeds function that runs through it's child nodes to find embedded resources via object properties. Conversion plugin uses this function to catch the error.
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@@ -967,6 +967,37 @@ void VisualShader::set_node_position(Type p_type, int p_id, const Vector2 &p_pos
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g->nodes[p_id].position = p_position;
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}
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// Returns 0 if no embeds, 1 if external embeds, 2 if builtin embeds
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int VisualShader::has_node_embeds() const {
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bool external_embeds = false;
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for (int i = 0; i < TYPE_MAX; i++) {
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for (const KeyValue<int, Node> &E : graph[i].nodes) {
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List<PropertyInfo> props;
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E.value.node->get_property_list(&props);
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// For classes that inherit from VisualShaderNode, the class properties start at the 12th, and the last value is always 'script'
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for (int j = 12; j < props.size() - 1; j++) {
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// VisualShaderNodeCustom cannot have embeds
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if (props.get(j).name == "VisualShaderNodeCustom") {
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break;
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}
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// Ref<Resource> properties get classed as type Variant::Object
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if (props.get(j).type == Variant::OBJECT) {
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Ref<Resource> res = E.value.node->get(props.get(j).name);
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if (res.is_valid()) {
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if (res->is_built_in()) {
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return 2;
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} else {
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external_embeds = true;
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}
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}
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}
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}
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}
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}
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return external_embeds;
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}
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Vector2 VisualShader::get_node_position(Type p_type, int p_id) const {
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ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Vector2());
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const Graph *g = &graph[p_type];
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