[3.x] Allow reading shaders from .gdshader files
(cherry picked from commit 7dc2edc430
)
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1856be7a0e
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@ -1057,6 +1057,7 @@ ProjectSettings::ProjectSettings() {
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extensions.push_back("gd");
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if (Engine::get_singleton()->has_singleton("GodotSharp"))
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extensions.push_back("cs");
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extensions.push_back("gdshader");
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extensions.push_back("shader");
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GLOBAL_DEF("editor/search_in_file_extensions", extensions);
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@ -520,7 +520,7 @@
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<member name="editor/script_templates_search_path" type="String" setter="" getter="" default=""res://script_templates"">
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Search path for project-specific script templates. Godot will search for script templates both in the editor-specific path and in this project-specific path.
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</member>
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<member name="editor/search_in_file_extensions" type="PoolStringArray" setter="" getter="" default="PoolStringArray( "gd", "shader" )">
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<member name="editor/search_in_file_extensions" type="PoolStringArray" setter="" getter="" default="PoolStringArray( "gd", "gdshader", "shader" )">
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Text-based file extensions to include in the script editor's "Find in Files" feature. You can add e.g. [code]tscn[/code] if you wish to also parse your scene files, especially if you use built-in scripts which are serialized in the scene files.
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</member>
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<member name="gui/common/default_scroll_deadzone" type="int" setter="" getter="" default="0">
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@ -140,6 +140,7 @@ void EditorAssetInstaller::open(const String &p_path, int p_depth) {
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extension_guess["atlastex"] = get_icon("AtlasTexture", "EditorIcons");
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extension_guess["scn"] = get_icon("PackedScene", "EditorIcons");
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extension_guess["tscn"] = get_icon("PackedScene", "EditorIcons");
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extension_guess["gdshader"] = get_icon("Shader", "EditorIcons");
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extension_guess["shader"] = get_icon("Shader", "EditorIcons");
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extension_guess["gd"] = get_icon("GDScript", "EditorIcons");
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extension_guess["vs"] = get_icon("VisualScript", "EditorIcons");
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@ -3095,7 +3095,7 @@ void ScriptEditor::_on_find_in_files_result_selected(String fpath, int line_numb
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if (ResourceLoader::exists(fpath)) {
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RES res = ResourceLoader::load(fpath);
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if (fpath.get_extension() == "shader") {
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if (fpath.get_extension() == "gdshader" || fpath.get_extension() == "shader") {
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ShaderEditorPlugin *shader_editor = Object::cast_to<ShaderEditorPlugin>(EditorNode::get_singleton()->get_editor_data().get_editor("Shader"));
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shader_editor->edit(res.ptr());
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shader_editor->make_visible(true);
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@ -21,6 +21,12 @@
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<glob pattern="*.escn"/>
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</mime-type>
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<mime-type type="application/x-godot-shader">
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<comment>Godot Engine shader</comment>
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<icon name="x-godot-shader" />
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<glob pattern="*.gdshader"/>
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</mime-type>
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<mime-type type="application/x-gdscript">
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<comment>GDScript script</comment>
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<icon name="x-gdscript" />
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@ -216,7 +216,7 @@ RES ResourceFormatLoaderShader::load(const String &p_path, const String &p_origi
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}
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void ResourceFormatLoaderShader::get_recognized_extensions(List<String> *p_extensions) const {
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p_extensions->push_back("gdshader");
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p_extensions->push_back("shader");
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}
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@ -228,8 +228,9 @@ bool ResourceFormatLoaderShader::handles_type(const String &p_type) const {
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String ResourceFormatLoaderShader::get_resource_type(const String &p_path) const {
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String el = p_path.get_extension().to_lower();
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if (el == "shader")
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if (el == "gdshader" || el == "shader") {
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return "Shader";
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}
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return "";
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}
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@ -260,10 +261,12 @@ void ResourceFormatSaverShader::get_recognized_extensions(const RES &p_resource,
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if (const Shader *shader = Object::cast_to<Shader>(*p_resource)) {
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if (shader->is_text_shader()) {
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p_extensions->push_back("gdshader");
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p_extensions->push_back("shader");
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}
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}
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}
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bool ResourceFormatSaverShader::recognize(const RES &p_resource) const {
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return p_resource->get_class_name() == "Shader"; //only shader, not inherited
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