Merge pull request #16878 from KidRigger/master

Godot now allows built-in irrespective of the filepath.
This commit is contained in:
Rémi Verschelde 2018-02-21 10:32:55 +01:00 committed by GitHub
commit ba48417147
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@ -535,15 +535,19 @@ void ScriptCreateDialog::_update_dialog() {
/* Is Script created or loaded from existing file */
if (is_new_script_created) {
if (is_built_in) {
get_ok()->set_text(TTR("Create"));
parent_name->set_editable(true);
parent_browse_button->set_disabled(false);
internal->set_disabled(!supports_built_in);
_msg_path_valid(true, TTR("Built-in script (into scene file)"));
} else if (is_new_script_created) {
// New Script Created
get_ok()->set_text(TTR("Create"));
parent_name->set_editable(true);
parent_browse_button->set_disabled(false);
internal->set_disabled(!supports_built_in);
if (is_built_in) {
_msg_path_valid(true, TTR("Built-in script (into scene file)"));
} else if (is_path_valid) {
if (is_path_valid) {
_msg_path_valid(true, TTR("Create new script file"));
}
} else {
@ -551,7 +555,7 @@ void ScriptCreateDialog::_update_dialog() {
get_ok()->set_text(TTR("Load"));
parent_name->set_editable(false);
parent_browse_button->set_disabled(true);
internal->set_disabled(true);
internal->set_disabled(!supports_built_in);
if (is_path_valid) {
_msg_path_valid(true, TTR("Load existing script file"));
}