Removes redundant code & fix documentation for VisualShaderNodeCustom

This commit is contained in:
Yuri Roubinsky 2020-09-06 12:09:15 +03:00
parent 1a5c518efc
commit de097b9327
2 changed files with 2 additions and 22 deletions

View File

@ -5,9 +5,9 @@
</brief_description>
<description>
By inheriting this class you can create a custom [VisualShader] script addon which will be automatically added to the Visual Shader Editor. The [VisualShaderNode]'s behavior is defined by overriding the provided virtual methods.
In order for the node to be registered as an editor addon, you must use the [code]tool[/code] keyword and provide a [code]class_name[/code] for your custom script. For example:
In order for the node to be registered as an editor addon, you must use the [code]@tool[/code] annotation and provide a [code]class_name[/code] for your custom script. For example:
[codeblock]
tool
@tool
extends VisualShaderNodeCustom
class_name VisualShaderNodeNoise
[/codeblock]

View File

@ -183,26 +183,6 @@ bool VisualShaderEditor::_is_available(int p_mode) {
default:
break;
}
int temp_mode = 0;
if (p_mode & TYPE_FLAGS_VERTEX) {
temp_mode |= 1;
}
if (p_mode & TYPE_FLAGS_FRAGMENT) {
temp_mode |= 2;
}
if (p_mode & TYPE_FLAGS_LIGHT) {
temp_mode |= 4;
}
if (p_mode & TYPE_FLAGS_COMPUTE) {
temp_mode |= 8;
}
p_mode = temp_mode;
}
return (p_mode == -1 || (p_mode & current_mode) != 0);