[3.0] Simplify list of branches in the README (#1255)

This commit is contained in:
Aaron Franke
2025-10-02 15:47:37 -07:00
parent 3e4f49cef7
commit ab9be2e79d
89 changed files with 624 additions and 1156 deletions

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@@ -20,4 +20,3 @@ func _exit_tree():

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@@ -24,23 +24,23 @@ func save_file_selected(path):
var color = get_node("ColorPicker_albedo").color
var metallic = get_node("HSlider_metallic").value
var roughness = get_node("HSlider_roughness").value
# Make a new silly resource (which in this case actually is a node)
# and initialize it
var silly_resource = silly_material_resource.new()
silly_resource.init()
# Assign the values
silly_resource.albedo_color = color
silly_resource.metallic_strength = metallic
silly_resource.roughness_strength = roughness
# Make a file, store the silly material as a json string, then close the file.
var file = File.new()
file.open(path, File.WRITE)
file.store_string(silly_resource.make_json())
file.close()
return true
@@ -48,19 +48,19 @@ func load_file_selected(path):
# Using the passed in editor interface, get the selected nodes in the editor
var editor_selection = editor_interface.get_selection()
var selected_nodes = editor_selection.get_selected_nodes()
var file = File.new()
var SpatialMaterial_Silly = null
# Make a new silly resource (which in this case actually is a node)
# and initialize it
var silly_resource = silly_material_resource.new()
silly_resource.init()
# If the file exists, then open it
if file.file_exists(path):
file.open(path, File.READ)
# Get the JSON string and convert it into a silly material.
var json_dict_as_string = file.get_line()
if json_dict_as_string != null:
@@ -68,24 +68,24 @@ func load_file_selected(path):
else:
file.close()
return false
# Tell the silly resource (actually a node) to make a material
SpatialMaterial_Silly = silly_resource.make_material()
# Go through the selected nodes and see if they have the 'set_surface_material'
# function (which only MeshInstance has by default). If they do, then set the material
# to the silly material.
for node in selected_nodes:
if node.has_method("set_surface_material"):
node.set_surface_material(0, SpatialMaterial_Silly)
# Close the file and return true (success!)
file.close()
return true
# If the file does not exist, then return false (failure)
else:
return false
# If we somehow get here, then return false (failure)
return false

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@@ -21,15 +21,15 @@ func init():
# into the JSON format
func make_json():
var json_dict = {}
json_dict["albedo_color"] = {}
json_dict["albedo_color"]["r"] = albedo_color.r
json_dict["albedo_color"]["g"] = albedo_color.g
json_dict["albedo_color"]["b"] = albedo_color.b
json_dict["metallic_strength"] = metallic_strength
json_dict["roughness_strength"] = roughness_strength
return to_json(json_dict)
@@ -37,23 +37,23 @@ func make_json():
# fill in our data.
func from_json(json_dict_as_string):
var json_dict = parse_json(json_dict_as_string)
albedo_color.r = json_dict["albedo_color"]["r"]
albedo_color.g = json_dict["albedo_color"]["g"]
albedo_color.b = json_dict["albedo_color"]["b"]
metallic_strength = json_dict["metallic_strength"]
roughness_strength = json_dict["roughness_strength"]
return
# Make a SpatialMaterial using our variables.
func make_material():
var mat = SpatialMaterial.new()
mat.albedo_color = albedo_color
mat.metallic = metallic_strength
mat.roughness = roughness_strength
return mat

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@@ -14,10 +14,10 @@ extends EditorPlugin
var io_material_dialog;
func _enter_tree():
io_material_dialog = preload("res://addons/custom_import_plugin/Custom_material_dock.tscn").instance()
io_material_dialog.editor_interface = get_editor_interface();
add_control_to_dock(DOCK_SLOT_LEFT_UL, io_material_dialog)
func _exit_tree():

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@@ -15,4 +15,3 @@ func _exit_tree():

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@@ -10,4 +10,4 @@ addons/custom_node
To distribute and install from UI, make a zip that contains the folder,
example:
zip -r custom_node.zip custom_node/*
zip -r custom_node.zip custom_node/*