Skip to content

Commit

Permalink
Merge pull request #47336 from Calinou/rename-shader-file-extension
Browse files Browse the repository at this point in the history
Rename the `.shader` file extension to `.gdshader`
  • Loading branch information
akien-mga authored Jun 4, 2021
2 parents c33d444 + b191a75 commit 875ed4d
Show file tree
Hide file tree
Showing 5 changed files with 12 additions and 6 deletions.
2 changes: 1 addition & 1 deletion core/config/project_settings.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1102,7 +1102,7 @@ ProjectSettings::ProjectSettings() {
if (Engine::get_singleton()->has_singleton("GodotSharp")) {
extensions.push_back("cs");
}
extensions.push_back("shader");
extensions.push_back("gdshader");

GLOBAL_DEF("editor/run/main_run_args", "");

Expand Down
2 changes: 1 addition & 1 deletion editor/editor_asset_installer.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -137,7 +137,7 @@ void EditorAssetInstaller::open(const String &p_path, int p_depth) {
extension_guess["atlastex"] = tree->get_theme_icon("AtlasTexture", "EditorIcons");
extension_guess["scn"] = tree->get_theme_icon("PackedScene", "EditorIcons");
extension_guess["tscn"] = tree->get_theme_icon("PackedScene", "EditorIcons");
extension_guess["shader"] = tree->get_theme_icon("Shader", "EditorIcons");
extension_guess["gdshader"] = tree->get_theme_icon("Shader", "EditorIcons");
extension_guess["gd"] = tree->get_theme_icon("GDScript", "EditorIcons");
extension_guess["vs"] = tree->get_theme_icon("VisualScript", "EditorIcons");
}
Expand Down
2 changes: 1 addition & 1 deletion editor/plugins/script_editor_plugin.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -3188,7 +3188,7 @@ 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") {
ShaderEditorPlugin *shader_editor = Object::cast_to<ShaderEditorPlugin>(EditorNode::get_singleton()->get_editor_data().get_editor("Shader"));
shader_editor->edit(res.ptr());
shader_editor->make_visible(true);
Expand Down
6 changes: 6 additions & 0 deletions misc/dist/linux/org.godotengine.Godot.xml
Original file line number Diff line number Diff line change
Expand Up @@ -21,6 +21,12 @@
<glob pattern="*.escn"/>
</mime-type>

<mime-type type="application/x-godot-shader">
<comment>Godot Engine shader</comment>
<icon name="x-godot-shader" />
<glob pattern="*.gdshader"/>
</mime-type>

<mime-type type="application/x-gdscript">
<comment>GDScript script</comment>
<icon name="x-gdscript" />
Expand Down
6 changes: 3 additions & 3 deletions scene/resources/shader.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -184,7 +184,7 @@ RES ResourceFormatLoaderShader::load(const String &p_path, const String &p_origi
}

void ResourceFormatLoaderShader::get_recognized_extensions(List<String> *p_extensions) const {
p_extensions->push_back("shader");
p_extensions->push_back("gdshader");
}

bool ResourceFormatLoaderShader::handles_type(const String &p_type) const {
Expand All @@ -193,7 +193,7 @@ 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") {
return "Shader";
}
return "";
Expand Down Expand Up @@ -224,7 +224,7 @@ Error ResourceFormatSaverShader::save(const String &p_path, const RES &p_resourc
void ResourceFormatSaverShader::get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const {
if (const Shader *shader = Object::cast_to<Shader>(*p_resource)) {
if (shader->is_text_shader()) {
p_extensions->push_back("shader");
p_extensions->push_back("gdshader");
}
}
}
Expand Down

0 comments on commit 875ed4d

Please sign in to comment.