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mirror of https://github.com/godotengine/godot.git synced 2025-11-10 13:00:37 +00:00

Unify Scripts Panel naming for the script and shader editors

Both use the same shortcut and action, so it makes sense to call it
a Files panel as opposed to a Scripts panel.
This commit is contained in:
Hugo Locurcio
2025-04-07 19:07:33 +02:00
parent 4248411baf
commit e8eeccebcb
15 changed files with 97 additions and 97 deletions

View File

@@ -212,8 +212,8 @@ class VisualShaderEditor : public ShaderEditor {
EditorProperty *current_prop = nullptr;
VBoxContainer *shader_preview_vbox = nullptr;
Button *site_search = nullptr;
Button *toggle_scripts_button = nullptr;
Control *toggle_scripts_list = nullptr;
Button *toggle_files_button = nullptr;
Control *toggle_files_list = nullptr;
GraphEdit *graph = nullptr;
Button *add_node = nullptr;
MenuButton *varying_button = nullptr;
@@ -450,7 +450,7 @@ class VisualShaderEditor : public ShaderEditor {
void _show_shader_preview();
void _toggle_scripts_pressed();
void _toggle_files_pressed();
Vector<int> nodes_link_to_frame_buffer; // Contains the nodes that are requested to be linked to a frame. This is used to perform one Undo/Redo operation for dragging nodes.
int frame_node_id_to_link_to = -1;
@@ -666,7 +666,7 @@ public:
void update_custom_type(const Ref<Resource> &p_resource);
virtual Size2 get_minimum_size() const override;
void update_toggle_scripts_button();
void update_toggle_files_button();
Ref<VisualShader> get_visual_shader() const { return visual_shader; }