From 7dc2edc430a5cfcfe89d0e40900303098c3b9504 Mon Sep 17 00:00:00 2001 From: Aaron Franke Date: Tue, 29 Jun 2021 01:13:05 -0400 Subject: [PATCH] [3.x] Allow reading shaders from .gdshader files --- core/project_settings.cpp | 1 + doc/classes/ProjectSettings.xml | 2 +- editor/editor_asset_installer.cpp | 1 + editor/plugins/script_editor_plugin.cpp | 2 +- misc/dist/linux/org.godotengine.Godot.xml | 6 ++++++ scene/resources/shader.cpp | 5 ++++- 6 files changed, 14 insertions(+), 3 deletions(-) diff --git a/core/project_settings.cpp b/core/project_settings.cpp index 54ee100dde0..88086d0552a 100644 --- a/core/project_settings.cpp +++ b/core/project_settings.cpp @@ -1024,6 +1024,7 @@ ProjectSettings::ProjectSettings() { if (Engine::get_singleton()->has_singleton("GodotSharp")) { extensions.push_back("cs"); } + extensions.push_back("gdshader"); extensions.push_back("shader"); GLOBAL_DEF("editor/main_run_args", ""); diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index aebe194033b..cbef5d45eb2 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -528,7 +528,7 @@ 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. - + 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. diff --git a/editor/editor_asset_installer.cpp b/editor/editor_asset_installer.cpp index 315ba776250..91853632f92 100644 --- a/editor/editor_asset_installer.cpp +++ b/editor/editor_asset_installer.cpp @@ -156,6 +156,7 @@ void EditorAssetInstaller::open(const String &p_path, int p_depth) { extension_guess["glb"] = tree->get_icon("PackedScene", "EditorIcons"); extension_guess["gdshader"] = tree->get_icon("Shader", "EditorIcons"); + extension_guess["shader"] = tree->get_icon("Shader", "EditorIcons"); extension_guess["gd"] = tree->get_icon("GDScript", "EditorIcons"); if (Engine::get_singleton()->has_singleton("GodotSharp")) { extension_guess["cs"] = tree->get_icon("CSharpScript", "EditorIcons"); diff --git a/editor/plugins/script_editor_plugin.cpp b/editor/plugins/script_editor_plugin.cpp index d735b60cc0c..eadfba21fc5 100644 --- a/editor/plugins/script_editor_plugin.cpp +++ b/editor/plugins/script_editor_plugin.cpp @@ -2975,7 +2975,7 @@ void ScriptEditor::_on_find_in_files_result_selected(String fpath, int line_numb if (ResourceLoader::exists(fpath)) { RES res = ResourceLoader::load(fpath); - if (fpath.get_extension() == "shader") { + if (fpath.get_extension() == "gdshader" || fpath.get_extension() == "shader") { ShaderEditorPlugin *shader_editor = Object::cast_to(EditorNode::get_singleton()->get_editor_data().get_editor("Shader")); shader_editor->edit(res.ptr()); shader_editor->make_visible(true); diff --git a/misc/dist/linux/org.godotengine.Godot.xml b/misc/dist/linux/org.godotengine.Godot.xml index 2f647f71a64..e51179cd617 100644 --- a/misc/dist/linux/org.godotengine.Godot.xml +++ b/misc/dist/linux/org.godotengine.Godot.xml @@ -21,6 +21,12 @@ + + Godot Engine shader + + + + GDScript script diff --git a/scene/resources/shader.cpp b/scene/resources/shader.cpp index b23cb98ef56..581deb80842 100644 --- a/scene/resources/shader.cpp +++ b/scene/resources/shader.cpp @@ -204,6 +204,7 @@ RES ResourceFormatLoaderShader::load(const String &p_path, const String &p_origi } void ResourceFormatLoaderShader::get_recognized_extensions(List *p_extensions) const { + p_extensions->push_back("gdshader"); p_extensions->push_back("shader"); } @@ -213,7 +214,7 @@ bool ResourceFormatLoaderShader::handles_type(const String &p_type) const { String ResourceFormatLoaderShader::get_resource_type(const String &p_path) const { String el = p_path.get_extension().to_lower(); - if (el == "shader") { + if (el == "gdshader" || el == "shader") { return "Shader"; } return ""; @@ -244,10 +245,12 @@ Error ResourceFormatSaverShader::save(const String &p_path, const RES &p_resourc void ResourceFormatSaverShader::get_recognized_extensions(const RES &p_resource, List *p_extensions) const { if (const Shader *shader = Object::cast_to(*p_resource)) { if (shader->is_text_shader()) { + p_extensions->push_back("gdshader"); p_extensions->push_back("shader"); } } } + bool ResourceFormatSaverShader::recognize(const RES &p_resource) const { return p_resource->get_class_name() == "Shader"; //only shader, not inherited }