Rename the `.shader` file extension to `.gdshader`
This lets third-party software recognize Godot shaders more easily, without relying on guesswork since the `.shader` extension is generic.
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@ -1103,7 +1103,7 @@ ProjectSettings::ProjectSettings() {
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if (Engine::get_singleton()->has_singleton("GodotSharp")) {
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extensions.push_back("cs");
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}
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extensions.push_back("shader");
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extensions.push_back("gdshader");
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GLOBAL_DEF("editor/script/search_in_file_extensions", extensions);
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custom_prop_info["editor/script/search_in_file_extensions"] = PropertyInfo(Variant::PACKED_STRING_ARRAY, "editor/script/search_in_file_extensions");
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@ -137,7 +137,7 @@ void EditorAssetInstaller::open(const String &p_path, int p_depth) {
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extension_guess["atlastex"] = tree->get_theme_icon("AtlasTexture", "EditorIcons");
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extension_guess["scn"] = tree->get_theme_icon("PackedScene", "EditorIcons");
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extension_guess["tscn"] = tree->get_theme_icon("PackedScene", "EditorIcons");
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extension_guess["shader"] = tree->get_theme_icon("Shader", "EditorIcons");
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extension_guess["gdshader"] = tree->get_theme_icon("Shader", "EditorIcons");
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extension_guess["gd"] = tree->get_theme_icon("GDScript", "EditorIcons");
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extension_guess["vs"] = tree->get_theme_icon("VisualScript", "EditorIcons");
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}
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@ -3172,7 +3172,7 @@ 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") {
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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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@ -184,7 +184,7 @@ 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("shader");
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p_extensions->push_back("gdshader");
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}
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bool ResourceFormatLoaderShader::handles_type(const String &p_type) const {
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@ -193,7 +193,7 @@ 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") {
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return "Shader";
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}
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return "";
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@ -224,7 +224,7 @@ Error ResourceFormatSaverShader::save(const String &p_path, const RES &p_resourc
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void ResourceFormatSaverShader::get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const {
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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("shader");
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p_extensions->push_back("gdshader");
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}
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}
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}
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