From 1fdb8251d2d68634d8ba7ad4e9569742847df1df Mon Sep 17 00:00:00 2001 From: Anish Date: Wed, 21 Feb 2018 14:41:01 +0530 Subject: [PATCH] Godot now allows built-in irrespective of the filepath. Since the file in the filepath is irrelevant when setting the file as built-in, changes have been made to allow setting to built-in even if the file in the path exists. Fixes #16425 --- editor/script_create_dialog.cpp | 14 +++++++++----- 1 file changed, 9 insertions(+), 5 deletions(-) diff --git a/editor/script_create_dialog.cpp b/editor/script_create_dialog.cpp index e56a7f2a55..b893b098ac 100644 --- a/editor/script_create_dialog.cpp +++ b/editor/script_create_dialog.cpp @@ -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")); }