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godot
Commits
cc6ca5f1
Commit
cc6ca5f1
authored
Jun 15, 2020
by
Yuri Roubinsky
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Use path instead classname to prevent errors for exported visual shaders
parent
77990b87
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visual_shader.cpp
scene/resources/visual_shader.cpp
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scene/resources/visual_shader.cpp
View file @
cc6ca5f1
...
@@ -1268,7 +1268,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
...
@@ -1268,7 +1268,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
String
class_name
=
vsnode
->
get_class_name
();
String
class_name
=
vsnode
->
get_class_name
();
if
(
class_name
==
"VisualShaderNodeCustom"
)
{
if
(
class_name
==
"VisualShaderNodeCustom"
)
{
class_name
=
vsnode
->
get_script_instance
()
->
get_script
()
->
get_
language
()
->
get_global_class_name
(
vsnode
->
get_script_instance
()
->
get_script
()
->
get_path
()
);
class_name
=
vsnode
->
get_script_instance
()
->
get_script
()
->
get_
path
(
);
}
}
if
(
!
r_classes
.
has
(
class_name
))
{
if
(
!
r_classes
.
has
(
class_name
))
{
global_code_per_node
+=
vsnode
->
generate_global_per_node
(
get_mode
(),
type
,
node
);
global_code_per_node
+=
vsnode
->
generate_global_per_node
(
get_mode
(),
type
,
node
);
...
...
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