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Signals: Don't pass default binds to EditorProperty property_changed
This was done by mistake in #36758, but it's not necessary and actual causes a bug. `property_changed` is only emitted via `emit_changed()`, which already has default values for `p_field` and `p_changing`. Also reverted to using `String` for now to be on the safe side, even if it's inconsistent with `emit_changed()`. I had only changed it partially in #36758 so it was inconsistent. It probably does make sense to port `EditorInspector` and related property editors to use `StringName` where relevant, but that's for a dedicated PR. Fixes #36799.
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@@ -2978,7 +2978,7 @@ class VisualShaderNodePluginDefaultEditor : public VBoxContainer {
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Ref<Resource> parent_resource;
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public:
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void _property_changed(const StringName &p_property, const Variant &p_value, const StringName &p_field = StringName(), bool p_changing = false) {
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void _property_changed(const String &p_property, const Variant &p_value, const String &p_field = "", bool p_changing = false) {
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if (p_changing)
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return;
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@@ -3072,7 +3072,7 @@ public:
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p_properties[i]->connect("resource_selected", callable_mp(this, &VisualShaderNodePluginDefaultEditor::_resource_selected));
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}
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properties[i]->connect("property_changed", callable_mp(this, &VisualShaderNodePluginDefaultEditor::_property_changed), make_binds(StringName(), false));
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properties[i]->connect("property_changed", callable_mp(this, &VisualShaderNodePluginDefaultEditor::_property_changed));
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properties[i]->set_object_and_property(node.ptr(), p_names[i]);
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properties[i]->update_property();
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properties[i]->set_name_split_ratio(0);
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