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Visual Shaders are back.
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@@ -116,6 +116,7 @@
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#include "editor/plugins/theme_editor_plugin.h"
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#include "editor/plugins/tile_map_editor_plugin.h"
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#include "editor/plugins/tile_set_editor_plugin.h"
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#include "editor/plugins/visual_shader_editor_plugin.h"
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#include "editor/pvrtc_compress.h"
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#include "editor/register_exporters.h"
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#include "editor/script_editor_debugger.h"
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@@ -4605,6 +4606,10 @@ EditorNode::EditorNode() {
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Ref<EditorInspectorRootMotionPlugin> rmp;
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rmp.instance();
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EditorInspector::add_inspector_plugin(rmp);
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Ref<EditorInspectorShaderModePlugin> smp;
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smp.instance();
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EditorInspector::add_inspector_plugin(smp);
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}
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_pvrtc_register_compressors();
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@@ -4646,7 +4651,8 @@ EditorNode::EditorNode() {
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EDITOR_DEF("interface/scene_tabs/show_thumbnail_on_hover", true);
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EDITOR_DEF("interface/inspector/capitalize_properties", true);
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EDITOR_DEF("interface/inspector/disable_folding", false);
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EDITOR_DEF("interface/inspector/open_resources_in_new_inspector", false);
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EDITOR_DEF("interface/inspector/open_resources_in_current_inspector", true);
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EDITOR_DEF("interface/inspector/resources_types_to_open_in_new_inspector", "Material,Mesh");
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EDITOR_DEF("run/auto_save/save_before_running", true);
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theme_base = memnew(Control);
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@@ -5367,8 +5373,7 @@ EditorNode::EditorNode() {
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raise_bottom_panel_item(AnimationPlayerEditor::singleton);
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add_editor_plugin(memnew(ShaderEditorPlugin(this)));
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// FIXME: Disabled for Godot 3.0 as made incompatible, it needs to be ported to the new API.
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//add_editor_plugin(memnew(ShaderGraphEditorPlugin(this)));
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add_editor_plugin(memnew(VisualShaderEditorPlugin(this)));
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add_editor_plugin(memnew(AnimationNodeBlendTreeEditorPlugin(this)));
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add_editor_plugin(memnew(AnimationNodeBlendSpace1DEditorPlugin(this)));
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add_editor_plugin(memnew(AnimationNodeBlendSpace2DEditorPlugin(this)));
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