Load assets before enabling editor plugins
Moves the code for enabling plugins from NOTIFICATION_READY to after the first scan has been completed.
(cherry picked from commit 1963c63b91
)
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@ -486,20 +486,6 @@ void EditorNode::_notification(int p_what) {
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} break;
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case NOTIFICATION_READY: {
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{
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_initializing_addons = true;
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Vector<String> addons;
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if (ProjectSettings::get_singleton()->has_setting("editor_plugins/enabled")) {
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addons = ProjectSettings::get_singleton()->get("editor_plugins/enabled");
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}
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for (int i = 0; i < addons.size(); i++) {
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set_addon_plugin_enabled(addons[i], true);
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}
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_initializing_addons = false;
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}
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VisualServer::get_singleton()->viewport_set_hide_scenario(get_scene_root()->get_viewport_rid(), true);
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VisualServer::get_singleton()->viewport_set_hide_canvas(get_scene_root()->get_viewport_rid(), true);
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VisualServer::get_singleton()->viewport_set_disable_environment(get_viewport()->get_viewport_rid(), true);
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@ -827,6 +813,18 @@ void EditorNode::_sources_changed(bool p_exist) {
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load_scene(defer_load_scene);
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defer_load_scene = "";
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}
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// Only enable addons once resources have been imported
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_initializing_addons = true;
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Vector<String> addons;
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if (ProjectSettings::get_singleton()->has_setting("editor_plugins/enabled")) {
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addons = ProjectSettings::get_singleton()->get("editor_plugins/enabled");
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}
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for (int i = 0; i < addons.size(); i++) {
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set_addon_plugin_enabled(addons[i], true);
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}
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_initializing_addons = false;
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}
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}
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