feat: updated godot version

This commit is contained in:
Sara Gerretsen 2026-04-04 19:38:56 +02:00
parent 0c508b0831
commit 42b028dbb5
4694 changed files with 236470 additions and 401376 deletions

View file

@ -31,7 +31,6 @@
#include "material_editor_plugin.h"
#include "core/config/project_settings.h"
#include "core/object/callable_mp.h"
#include "editor/editor_node.h"
#include "editor/editor_string_names.h"
#include "editor/editor_undo_redo_manager.h"
@ -43,11 +42,8 @@
#include "scene/gui/label.h"
#include "scene/gui/subviewport_container.h"
#include "scene/main/viewport.h"
#include "scene/resources/blit_material.h"
#include "scene/resources/canvas_item_material.h"
#include "scene/resources/particle_process_material.h"
#include "scene/resources/sky.h"
#include "servers/rendering/rendering_server.h"
// 3D.
#include "scene/3d/camera_3d.h"
@ -400,9 +396,6 @@ MaterialEditor::MaterialEditor() {
Vector2 stored_rot = EditorSettings::get_singleton()->get_project_metadata("inspector_options", "material_preview_rotation", Vector2());
_set_rotation(stored_rot.x, stored_rot.y);
EditorNode::get_singleton()->register_hdr_viewport(viewport);
EditorNode::get_singleton()->register_hdr_viewport(viewport_2d);
}
///////////////////////
@ -506,42 +499,3 @@ Ref<Resource> CanvasItemMaterialConversionPlugin::convert(const Ref<Resource> &p
ERR_FAIL_COND_V(!Object::cast_to<CanvasItemMaterial>(*p_resource) || !Object::cast_to<CanvasItemMaterial>(*p_resource)->_is_initialized(), Ref<CanvasItemMaterial>());
return MaterialEditor::make_shader_material(p_resource);
}
String BlitMaterialConversionPlugin::converts_to() const {
return "ShaderMaterial";
}
bool BlitMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
Ref<BlitMaterial> mat = p_resource;
return mat.is_valid();
}
Ref<Resource> BlitMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
Ref<BlitMaterial> mat = p_resource;
ERR_FAIL_COND_V(mat.is_null(), Ref<Resource>());
Ref<ShaderMaterial> smat;
smat.instantiate();
Ref<Shader> shader;
shader.instantiate();
String code = RS::get_singleton()->shader_get_code(mat->get_shader_rid());
shader->set_code(code);
smat->set_shader(shader);
List<PropertyInfo> params;
RS::get_singleton()->get_shader_parameter_list(mat->get_shader_rid(), &params);
for (const PropertyInfo &E : params) {
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
smat->set_shader_parameter(E.name, value);
}
smat->set_render_priority(mat->get_render_priority());
smat->set_local_to_scene(mat->is_local_to_scene());
smat->set_name(mat->get_name());
return smat;
}