Repository: godotengine/godot
File: editor/editor_properties.cpp (C++)

Code before:
					p_hint == PROPERTY_HINT_LAYERS_2D_RENDER ||
					p_hint == PROPERTY_HINT_LAYERS_2D_NAVIGATION ||
					p_hint == PROPERTY_HINT_LAYERS_3D_PHYSICS ||
					p_hint == PROPERTY_HINT_LAYERS_3D_RENDER ||
					p_hint == PROPERTY_HINT_LAYERS_3D_NAVIGATION ||
					p_hint == PROPERTY_HINT_LAYERS_AVOIDANCE) {
				EditorPropertyLayers::LayerType lt = EditorPropertyLayers::LAYER_RENDER_2D;
				switch (p_hint) {
					case PROPERTY_HINT_LAYERS_2D_RENDER:
						lt = EditorPropertyLayers::LAYER_RENDER_2D;
						break;
					case PROPERTY_HINT_LAYERS_2D_PHYSICS:
						lt = EditorPropertyLayers::LAYER_PHYSICS_2D;
						break;
					case PROPERTY_HINT_LAYERS_2D_NAVIGATION:
						lt = EditorPropertyLayers::LAYER_NAVIGATION_2D;
						break;
					case PROPERTY_HINT_LAYERS_3D_RENDER:
						lt = EditorPropertyLayers::LAYER_RENDER_3D;
						break;
					case PROPERTY_HINT_LAYERS_3D_PHYSICS:
						lt = EditorPropertyLayers::LAYER_PHYSICS_3D;
						break;
					case PROPERTY_HINT_LAYERS_3D_NAVIGATION:
						lt = EditorPropertyLayers::LAYER_NAVIGATION_3D;
						break;
					case PROPERTY_HINT_LAYERS_AVOIDANCE:
						lt = EditorPropertyLayers::LAYER_AVOIDANCE;
						break;
					default: {
					} //compiler could be smarter here and realize this can't happen
				}
				EditorPropertyLayers *editor = memnew(EditorPropertyLayers);
				editor->setup(lt);
				return editor;
			} else if (p_hint == PROPERTY_HINT_OBJECT_ID) {
				EditorPropertyObjectID *editor = memnew(EditorPropertyObjectID);
				editor->setup(p_hint_text);
				return editor;

			} else {
				EditorPropertyInteger *editor = memnew(EditorPropertyInteger);

				EditorPropertyRangeHint hint = _parse_range_hint(p_hint, p_hint_text, 1, true);
				editor->setup(hint.min, hint.max, hint.step, hint.hide_slider, hint.or_greater, hint.or_less, hint.suffix);

				return editor;
			}
		} break;
		case Variant::FLOAT: {
			if (p_hint == PROPERTY_HINT_EXP_EASING) {

Review comment (suggestion):
```suggestion
					} else {
						options.append(action_name);
					}
```

Code after:
	}
	options.append_array(builtin_options);
	editor->setup(options, is_string_name, hints.has("loose_mode"));
	return editor;
}

EditorProperty *EditorInspectorDefaultPlugin::get_editor_for_property(Object *p_object, const Variant::Type p_type, const String &p_path, const PropertyHint p_hint, const String &p_hint_text, const BitField<PropertyUsageFlags> p_usage, const bool p_wide) {
	double default_float_step = EDITOR_GET("interface/inspector/default_float_step");

	switch (p_type) {
		// atomic types
		case Variant::NIL: {
			EditorPropertyNil *editor = memnew(EditorPropertyNil);
			return editor;
		} break;
		case Variant::BOOL: {
			EditorPropertyCheck *editor = memnew(EditorPropertyCheck);
			return editor;
		} break;
		case Variant::INT: {
			if (p_hint == PROPERTY_HINT_ENUM) {
				EditorPropertyEnum *editor = memnew(EditorPropertyEnum);
				Vector<String> options = p_hint_text.split(",");
				editor->setup(options);
				return editor;

			} else if (p_hint == PROPERTY_HINT_FLAGS) {
				EditorPropertyFlags *editor = memnew(EditorPropertyFlags);
				Vector<String> options = p_hint_text.split(",");
				editor->setup(options);
				return editor;

			} else if (p_hint == PROPERTY_HINT_LAYERS_2D_PHYSICS ||
					p_hint == PROPERTY_HINT_LAYERS_2D_RENDER ||
					p_hint == PROPERTY_HINT_LAYERS_2D_NAVIGATION ||
					p_hint == PROPERTY_HINT_LAYERS_3D_PHYSICS ||
					p_hint == PROPERTY_HINT_LAYERS_3D_RENDER ||
					p_hint == PROPERTY_HINT_LAYERS_3D_NAVIGATION ||
					p_hint == PROPERTY_HINT_LAYERS_AVOIDANCE) {
				EditorPropertyLayers::LayerType lt = EditorPropertyLayers::LAYER_RENDER_2D;
				switch (p_hint) {
					case PROPERTY_HINT_LAYERS_2D_RENDER:
						lt = EditorPropertyLayers::LAYER_RENDER_2D;
						break;
					case PROPERTY_HINT_LAYERS_2D_PHYSICS:
						lt = EditorPropertyLayers::LAYER_PHYSICS_2D;
						break;
					case PROPERTY_HINT_LAYERS_2D_NAVIGATION:
						lt = EditorPropertyLayers::LAYER_NAVIGATION_2D;
						break;
					case PROPERTY_HINT_LAYERS_3D_RENDER: