Use Unicode arrow symbols throughout the editor

This does not apply to text printed to the Output panel, as the fixed-width
font may not have the glyph in its character set (or if it does, the arrow
character may be hard to read).
This commit is contained in:
Hugo Locurcio 2025-12-02 01:29:36 +01:00
parent f5918a9d35
commit db920eb7f0
No known key found for this signature in database
GPG key ID: 46ACE49F61685096
8 changed files with 16 additions and 16 deletions

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@ -6024,7 +6024,7 @@ void VisualShaderEditor::_varying_validate() {
if (has_error) {
error += "\n";
}
error += vformat(TTR("Boolean type cannot be used with `%s` varying mode."), "Vertex -> [Fragment, Light]");
error += vformat(TTR("Boolean type cannot be used with `%s` varying mode."), U"Vertex → [Fragment, Light]");
has_error = true;
}
@ -6992,8 +6992,8 @@ VisualShaderEditor::VisualShaderEditor() {
varying_mode = memnew(OptionButton);
hb->add_child(varying_mode);
varying_mode->add_item("Vertex -> [Fragment, Light]");
varying_mode->add_item("Fragment -> Light");
varying_mode->add_item(U"Vertex → [Fragment, Light]");
varying_mode->add_item(U"Fragment → Light");
varying_mode->set_accessibility_name(TTRC("Varying Mode"));
varying_mode->connect(SceneStringName(item_selected), callable_mp(this, &VisualShaderEditor::_varying_mode_changed));