Make OpenSimplex and VisualScript modules not depend on the editor

This commit is contained in:
Aaron Franke 2021-11-11 23:48:34 -06:00
parent aa1b13a96e
commit 2ad3d1bd7a
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GPG Key ID: 40A1750B977E56BF
9 changed files with 20 additions and 16 deletions

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@ -46,7 +46,7 @@
#include "editor/find_in_files.h"
#include "editor/node_dock.h"
#include "editor/plugins/shader_editor_plugin.h"
#include "modules/visual_script/visual_script_editor.h"
#include "modules/visual_script/editor/visual_script_editor.h"
#include "scene/main/window.h"
#include "scene/scene_string_names.h"
#include "script_text_editor.h"

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@ -35,9 +35,6 @@
#include "core/io/image.h"
#include "core/object/ref_counted.h"
#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "editor/property_editor.h"
class NoiseTexture : public Texture2D {
GDCLASS(NoiseTexture, Texture2D);

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@ -6,3 +6,6 @@ Import("env_modules")
env_vs = env_modules.Clone()
env_vs.add_source_files(env.modules_sources, "*.cpp")
if env["tools"]:
env_vs.add_source_files(env.modules_sources, "editor/*.cpp")

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@ -30,6 +30,10 @@
#include "visual_script_editor.h"
#include "../visual_script_expression.h"
#include "../visual_script_flow_control.h"
#include "../visual_script_func_nodes.h"
#include "../visual_script_nodes.h"
#include "core/input/input.h"
#include "core/object/class_db.h"
#include "core/object/script_language.h"
@ -39,10 +43,6 @@
#include "editor/editor_resource_preview.h"
#include "editor/editor_scale.h"
#include "scene/main/window.h"
#include "visual_script_expression.h"
#include "visual_script_flow_control.h"
#include "visual_script_func_nodes.h"
#include "visual_script_nodes.h"
#ifdef TOOLS_ENABLED
class VisualScriptEditorSignalEdit : public Object {

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@ -31,11 +31,11 @@
#ifndef VISUALSCRIPT_EDITOR_H
#define VISUALSCRIPT_EDITOR_H
#include "../visual_script.h"
#include "editor/create_dialog.h"
#include "editor/plugins/script_editor_plugin.h"
#include "editor/property_editor.h"
#include "scene/gui/graph_edit.h"
#include "visual_script.h"
#include "visual_script_property_selector.h"
class VisualScriptEditorSignalEdit;

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@ -30,15 +30,15 @@
#include "visual_script_property_selector.h"
#include "../visual_script.h"
#include "../visual_script_builtin_funcs.h"
#include "../visual_script_flow_control.h"
#include "../visual_script_func_nodes.h"
#include "../visual_script_nodes.h"
#include "core/os/keyboard.h"
#include "editor/doc_tools.h"
#include "editor/editor_node.h"
#include "editor/editor_scale.h"
#include "modules/visual_script/visual_script.h"
#include "modules/visual_script/visual_script_builtin_funcs.h"
#include "modules/visual_script/visual_script_flow_control.h"
#include "modules/visual_script/visual_script_func_nodes.h"
#include "modules/visual_script/visual_script_nodes.h"
#include "scene/main/node.h"
#include "scene/main/window.h"

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@ -34,7 +34,6 @@
#include "core/io/resource_loader.h"
#include "visual_script.h"
#include "visual_script_builtin_funcs.h"
#include "visual_script_editor.h"
#include "visual_script_expression.h"
#include "visual_script_flow_control.h"
#include "visual_script_func_nodes.h"
@ -42,7 +41,9 @@
#include "visual_script_yield_nodes.h"
VisualScriptLanguage *visual_script_language = nullptr;
#ifdef TOOLS_ENABLED
#include "editor/visual_script_editor.h"
static VisualScriptCustomNodes *vs_custom_nodes_singleton = nullptr;
#endif

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@ -32,9 +32,12 @@
#include "core/config/engine.h"
#include "core/templates/local_vector.h"
#include "editor/editor_node.h"
#include "scene/resources/packed_scene.h"
#ifdef TOOLS_ENABLED
#include "editor/editor_node.h"
#endif // TOOLS_ENABLED
bool PropertyUtils::is_property_value_different(const Variant &p_a, const Variant &p_b) {
if (p_a.get_type() == Variant::FLOAT && p_b.get_type() == Variant::FLOAT) {
//this must be done because, as some scenes save as text, there might be a tiny difference in floats due to numerical error