[.NET] Move search in files extension list definition to be after Scene level module init.

(cherry picked from commit 69d52ed081)
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bruvzg 2024-08-14 00:02:45 +03:00 committed by Rémi Verschelde
parent 8c5edcb03a
commit fac12603ef
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GPG Key ID: C3336907360768E1
3 changed files with 9 additions and 10 deletions

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@ -1489,15 +1489,6 @@ ProjectSettings::ProjectSettings() {
GLOBAL_DEF(PropertyInfo(Variant::INT, "audio/general/ios/session_category", PROPERTY_HINT_ENUM, "Ambient,Multi Route,Play and Record,Playback,Record,Solo Ambient"), 0); GLOBAL_DEF(PropertyInfo(Variant::INT, "audio/general/ios/session_category", PROPERTY_HINT_ENUM, "Ambient,Multi Route,Play and Record,Playback,Record,Solo Ambient"), 0);
GLOBAL_DEF("audio/general/ios/mix_with_others", false); GLOBAL_DEF("audio/general/ios/mix_with_others", false);
PackedStringArray extensions;
extensions.push_back("gd");
if (ClassDB::class_exists("CSharpScript")) {
extensions.push_back("cs");
}
extensions.push_back("gdshader");
GLOBAL_DEF(PropertyInfo(Variant::PACKED_STRING_ARRAY, "editor/script/search_in_file_extensions"), extensions);
_add_builtin_input_map(); _add_builtin_input_map();
// Keep the enum values in sync with the `DisplayServer::ScreenOrientation` enum. // Keep the enum values in sync with the `DisplayServer::ScreenOrientation` enum.

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@ -1000,7 +1000,7 @@
prime-run %command% prime-run %command%
[/codeblock] [/codeblock]
</member> </member>
<member name="editor/script/search_in_file_extensions" type="PackedStringArray" setter="" getter="" default="PackedStringArray(&quot;gd&quot;, &quot;gdshader&quot;)"> <member name="editor/script/search_in_file_extensions" type="PackedStringArray" setter="" getter="">
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. 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.
</member> </member>
<member name="editor/script/templates_search_path" type="String" setter="" getter="" default="&quot;res://script_templates&quot;"> <member name="editor/script/templates_search_path" type="String" setter="" getter="" default="&quot;res://script_templates&quot;">

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@ -3089,6 +3089,14 @@ Error Main::setup2(bool p_show_boot_logo) {
OS::get_singleton()->benchmark_end_measure("Scene", "Modules and Extensions"); OS::get_singleton()->benchmark_end_measure("Scene", "Modules and Extensions");
} }
PackedStringArray extensions;
extensions.push_back("gd");
if (ClassDB::class_exists("CSharpScript")) {
extensions.push_back("cs");
}
extensions.push_back("gdshader");
GLOBAL_DEF_NOVAL(PropertyInfo(Variant::PACKED_STRING_ARRAY, "editor/script/search_in_file_extensions"), extensions); // Note: should be defined after Scene level modules init to see .NET.
OS::get_singleton()->benchmark_end_measure("Startup", "Scene"); OS::get_singleton()->benchmark_end_measure("Startup", "Scene");
#ifdef TOOLS_ENABLED #ifdef TOOLS_ENABLED