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-begin of export work, not done yet
-fixes to make scenes exported from godot 2.x work
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@@ -889,7 +889,7 @@ bool CustomPropertyEditor::edit(Object* p_owner,const String& p_name,Variant::Ty
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menu->clear();
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menu->set_size(Size2(1,1));
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if (p_name=="script/script" && hint_text=="Script" && owner->cast_to<Node>()) {
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if (p_name=="script" && hint_text=="Script" && owner->cast_to<Node>()) {
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menu->add_icon_item(get_icon("Script","EditorIcons"),TTR("New Script"),OBJ_MENU_NEW_SCRIPT);
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menu->add_separator();
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} else if (hint_text!="") {
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@@ -3141,7 +3141,7 @@ void PropertyEditor::update_tree() {
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continue;
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if (hide_script && p.name=="script/script")
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if (hide_script && p.name=="script")
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continue;
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String basename=p.name;
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@@ -4780,7 +4780,7 @@ void SectionedPropertyEditor::update_category_list() {
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else if ( !(pi.usage&PROPERTY_USAGE_EDITOR) )
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continue;
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if (pi.name.find(":")!=-1 || pi.name=="script/script" || pi.name=="resource_name" || pi.name=="resource_path")
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if (pi.name.find(":")!=-1 || pi.name=="script" || pi.name=="resource_name" || pi.name=="resource_path")
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continue;
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int sp = pi.name.find("/");
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if (sp==-1)
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