Merge pull request #34755 from Calinou/shadermaterial-connect-editor-only

Don't connect ShaderMaterial's `changed` signal when not in the editor
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Rémi Verschelde 2020-01-03 14:42:10 +01:00 committed by GitHub
commit 147268a427
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1 changed files with 10 additions and 2 deletions

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@ -30,6 +30,8 @@
#include "material.h"
#include "core/engine.h"
#ifdef TOOLS_ENABLED
#include "editor/editor_settings.h"
#endif
@ -191,7 +193,10 @@ Variant ShaderMaterial::property_get_revert(const String &p_name) {
void ShaderMaterial::set_shader(const Ref<Shader> &p_shader) {
if (shader.is_valid()) {
// Only connect/disconnect the signal when running in the editor.
// This can be a slow operation, and `_change_notify()` (which is called by `_shader_changed()`)
// does nothing in non-editor builds anyway. See GH-34741 for details.
if (shader.is_valid() && Engine::get_singleton()->is_editor_hint()) {
shader->disconnect("changed", this, "_shader_changed");
}
@ -200,8 +205,11 @@ void ShaderMaterial::set_shader(const Ref<Shader> &p_shader) {
RID rid;
if (shader.is_valid()) {
rid = shader->get_rid();
if (Engine::get_singleton()->is_editor_hint()) {
shader->connect("changed", this, "_shader_changed");
}
}
VS::get_singleton()->material_set_shader(_get_material(), rid);
_change_notify(); //properties for shader exposed