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[Editor] Update SceneUniqueName button text when disabled to clarify …
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…access.
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yahkr committed Nov 2, 2024
1 parent c6c464c commit 45b75eb
Showing 1 changed file with 5 additions and 1 deletion.
6 changes: 5 additions & 1 deletion editor/gui/scene_tree_editor.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -344,7 +344,11 @@ void SceneTreeEditor::_add_nodes(Node *p_node, TreeItem *p_parent) {
}

if (p_node->is_unique_name_in_owner()) {
item->add_button(0, get_editor_theme_icon(SNAME("SceneUniqueName")), BUTTON_UNIQUE, p_node->get_owner() != EditorNode::get_singleton()->get_edited_scene(), vformat(TTR("This node can be accessed from within anywhere in the scene by preceding it with the '%s' prefix in a node path.\nClick to disable this."), UNIQUE_NODE_PREFIX));
if (p_node->get_owner() == get_scene_node()) {
item->add_button(0, get_editor_theme_icon(SNAME("SceneUniqueName")), BUTTON_UNIQUE, false, vformat(TTR("This node can be accessed from anywhere within in the scene by preceding it with the '%s' prefix in a node path.\nClick to disable this."), UNIQUE_NODE_PREFIX));
} else {
item->add_button(0, get_editor_theme_icon(SNAME("SceneUniqueName")), BUTTON_UNIQUE, true, vformat(TTR("This node can be accessed by using the '%s' prefix and the instanced scene it belongs to in a node path."), UNIQUE_NODE_PREFIX));
}
}

int num_connections = p_node->get_persistent_signal_connection_count();
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