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

Code before:
		case Variant::TRANSFORM3D: {
			EditorPropertyTransform3D *editor = memnew(EditorPropertyTransform3D);
			EditorPropertyRangeHint hint = _parse_range_hint(p_hint, p_hint_text, default_float_step);
			editor->setup(hint.min, hint.max, hint.step, hint.hide_slider, hint.suffix);
			return editor;

		} break;
		case Variant::PROJECTION: {
			EditorPropertyProjection *editor = memnew(EditorPropertyProjection);
			EditorPropertyRangeHint hint = _parse_range_hint(p_hint, p_hint_text, default_float_step);
			editor->setup(hint.min, hint.max, hint.step, hint.hide_slider, hint.suffix);
			return editor;

		} break;

		// misc types
		case Variant::COLOR: {
			EditorPropertyColor *editor = memnew(EditorPropertyColor);
			editor->setup(p_hint != PROPERTY_HINT_COLOR_NO_ALPHA);
			return editor;
		} break;
		case Variant::STRING_NAME: {
			if (p_hint == PROPERTY_HINT_ENUM || p_hint == PROPERTY_HINT_ENUM_SUGGESTION) {
				EditorPropertyTextEnum *editor = memnew(EditorPropertyTextEnum);
				Vector<String> options = p_hint_text.split(",", false);
				editor->setup(options, {}, true, (p_hint == PROPERTY_HINT_ENUM_SUGGESTION));
				return editor;
			} else if (p_hint == PROPERTY_HINT_INPUT_NAME) {
				return get_input_action_editor(p_hint_text, true);
			} else {
				EditorPropertyText *editor = memnew(EditorPropertyText);
				if (p_hint == PROPERTY_HINT_PLACEHOLDER_TEXT) {
					editor->set_placeholder(p_hint_text);
				} else if (p_hint == PROPERTY_HINT_PASSWORD) {
					editor->set_secret(true);
					editor->set_placeholder(p_hint_text);
				}
				editor->set_string_name(true);
				return editor;
			}
		} break;
		case Variant::NODE_PATH: {
			EditorPropertyNodePath *editor = memnew(EditorPropertyNodePath);
			if (p_hint == PROPERTY_HINT_NODE_PATH_VALID_TYPES && !p_hint_text.is_empty()) {
				Vector<String> types = p_hint_text.split(",", false);
				Vector<StringName> sn = Variant(types); //convert via variant
				editor->setup(sn, (p_usage & PROPERTY_USAGE_NODE_PATH_FROM_SCENE_ROOT));
			}
			return editor;

		} break;

Review comment (suggestion):
```suggestion
				editor->setup(options, Vector<String>(), true, (p_hint == PROPERTY_HINT_ENUM_SUGGESTION));
```

Code after:
		case Variant::TRANSFORM3D: {
			EditorPropertyTransform3D *editor = memnew(EditorPropertyTransform3D);
			EditorPropertyRangeHint hint = _parse_range_hint(p_hint, p_hint_text, default_float_step);
			editor->setup(hint.min, hint.max, hint.step, hint.hide_slider, hint.suffix);
			return editor;

		} break;
		case Variant::PROJECTION: {
			EditorPropertyProjection *editor = memnew(EditorPropertyProjection);
			EditorPropertyRangeHint hint = _parse_range_hint(p_hint, p_hint_text, default_float_step);
			editor->setup(hint.min, hint.max, hint.step, hint.hide_slider, hint.suffix);
			return editor;

		} break;

		// misc types
		case Variant::COLOR: {
			EditorPropertyColor *editor = memnew(EditorPropertyColor);
			editor->setup(p_hint != PROPERTY_HINT_COLOR_NO_ALPHA);
			return editor;
		} break;
		case Variant::STRING_NAME: {
			if (p_hint == PROPERTY_HINT_ENUM || p_hint == PROPERTY_HINT_ENUM_SUGGESTION) {
				EditorPropertyTextEnum *editor = memnew(EditorPropertyTextEnum);
				Vector<String> options = p_hint_text.split(",", false);
				editor->setup(options, Vector<String>(), true, (p_hint == PROPERTY_HINT_ENUM_SUGGESTION));
				return editor;
			} else if (p_hint == PROPERTY_HINT_INPUT_NAME) {
				return get_input_action_editor(p_hint_text, true);
			} else {
				EditorPropertyText *editor = memnew(EditorPropertyText);
				if (p_hint == PROPERTY_HINT_PLACEHOLDER_TEXT) {
					editor->set_placeholder(p_hint_text);
				} else if (p_hint == PROPERTY_HINT_PASSWORD) {
					editor->set_secret(true);
					editor->set_placeholder(p_hint_text);
				}
				editor->set_string_name(true);
				return editor;
			}
		} break;
		case Variant::NODE_PATH: {
			EditorPropertyNodePath *editor = memnew(EditorPropertyNodePath);
			if (p_hint == PROPERTY_HINT_NODE_PATH_VALID_TYPES && !p_hint_text.is_empty()) {
				Vector<String> types = p_hint_text.split(",", false);
				Vector<StringName> sn = Variant(types); //convert via variant
				editor->setup(sn, (p_usage & PROPERTY_USAGE_NODE_PATH_FROM_SCENE_ROOT));
			}
			return editor;

		} break;