Refactor Process Mode
Implements https://github.com/godotengine/godot-proposals/issues/1835#issuecomment-727186192 * PauseMode is now ProcessMode, containing the following states: ``` PROCESS_MODE_INHERIT, // same as parent node PROCESS_MODE_NORMAL, // process only if not paused PROCESS_MODE_PAUSE_ONLY, // process only if paused PROCESS_MODE_ALWAYS, // process always PROCESS_MODE_DISABLED, // never process ``` * NOTIFICATION_PAUSED and NOTIFICATION_UNPAUSED are received effectively when the node is paused and unpaused (not any longer when pause mode is set in SceneTree). * Renamed some nodes that used ProcessMode/process_mode to specify a callback type to ProcessCallback to avoid clashes.
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@@ -1761,6 +1761,10 @@ void EditorInspector::update_tree() {
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continue;
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}
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if (p.name == "script") {
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category_vbox = nullptr; // script should go into its own category
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}
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if (p.usage & PROPERTY_USAGE_HIGH_END_GFX && RS::get_singleton()->is_low_end()) {
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continue; //do not show this property in low end gfx
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}
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