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-rw-r--r--core/io/resource_loader.cpp8
-rw-r--r--drivers/gles3/storage/config.cpp2
-rw-r--r--servers/rendering/renderer_rd/environment/fog.cpp14
-rw-r--r--servers/rendering/renderer_rd/storage_rd/utilities.cpp2
4 files changed, 13 insertions, 13 deletions
diff --git a/core/io/resource_loader.cpp b/core/io/resource_loader.cpp
index 3e595557f9..eccb397e2e 100644
--- a/core/io/resource_loader.cpp
+++ b/core/io/resource_loader.cpp
@@ -794,6 +794,8 @@ String ResourceLoader::_path_remap(const String &p_path, bool *r_translation_rem
// To find the path of the remapped resource, we extract the locale name after
// the last ':' to match the project locale.
+ // An extra remap may still be necessary afterwards due to the text -> binary converter on export.
+
String locale = TranslationServer::get_singleton()->get_locale();
ERR_FAIL_COND_V_MSG(locale.length() < 2, p_path, "Could not remap path '" + p_path + "' for translation as configured locale '" + locale + "' is invalid.");
@@ -829,12 +831,10 @@ String ResourceLoader::_path_remap(const String &p_path, bool *r_translation_rem
if (path_remaps.has(new_path)) {
new_path = path_remaps[new_path];
- }
-
- if (new_path == p_path) { // Did not remap.
+ } else {
// Try file remap.
Error err;
- Ref<FileAccess> f = FileAccess::open(p_path + ".remap", FileAccess::READ, &err);
+ Ref<FileAccess> f = FileAccess::open(new_path + ".remap", FileAccess::READ, &err);
if (f.is_valid()) {
VariantParser::StreamFile stream;
stream.f = f;
diff --git a/drivers/gles3/storage/config.cpp b/drivers/gles3/storage/config.cpp
index 30b5919526..6cc65e7bb2 100644
--- a/drivers/gles3/storage/config.cpp
+++ b/drivers/gles3/storage/config.cpp
@@ -64,7 +64,7 @@ Config::Config() {
#else
float_texture_supported = extensions.has("GL_ARB_texture_float") || extensions.has("GL_OES_texture_float");
etc2_supported = true;
-#if defined(ANDROID_ENABLED) || defined(IPHONE_ENABLED)
+#if defined(ANDROID_ENABLED) || defined(IOS_ENABLED)
// Some Android devices report support for S3TC but we don't expect that and don't export the textures.
// This could be fixed but so few devices support it that it doesn't seem useful (and makes bigger APKs).
// For good measure we do the same hack for iOS, just in case.
diff --git a/servers/rendering/renderer_rd/environment/fog.cpp b/servers/rendering/renderer_rd/environment/fog.cpp
index 58f4c855a4..257b67cf04 100644
--- a/servers/rendering/renderer_rd/environment/fog.cpp
+++ b/servers/rendering/renderer_rd/environment/fog.cpp
@@ -500,7 +500,7 @@ Fog::VolumetricFog::VolumetricFog(const Vector3i &fog_size, RID p_sky_shader) {
fog_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
RD::get_singleton()->set_resource_name(fog_map, "Fog map");
-#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
Vector<uint8_t> dm;
dm.resize(fog_size.x * fog_size.y * fog_size.z * 4);
dm.fill(0);
@@ -643,7 +643,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
{
RD::Uniform u;
-#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
#else
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
@@ -663,7 +663,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
{
RD::Uniform u;
-#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
#else
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
@@ -675,7 +675,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
{
RD::Uniform u;
-#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
#else
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
@@ -949,7 +949,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
}
{
RD::Uniform u;
-#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
#else
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
@@ -960,7 +960,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
}
{
RD::Uniform u;
-#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
#else
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
@@ -972,7 +972,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
{
RD::Uniform u;
-#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
#else
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
diff --git a/servers/rendering/renderer_rd/storage_rd/utilities.cpp b/servers/rendering/renderer_rd/storage_rd/utilities.cpp
index ae1f22be3b..fcef2f24bf 100644
--- a/servers/rendering/renderer_rd/storage_rd/utilities.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/utilities.cpp
@@ -290,7 +290,7 @@ bool Utilities::has_os_feature(const String &p_feature) const {
return true;
}
-#if !defined(ANDROID_ENABLED) && !defined(IPHONE_ENABLED)
+#if !defined(ANDROID_ENABLED) && !defined(IOS_ENABLED)
// Some Android devices report support for S3TC but we don't expect that and don't export the textures.
// This could be fixed but so few devices support it that it doesn't seem useful (and makes bigger APKs).
// For good measure we do the same hack for iOS, just in case.