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-rw-r--r--editor/editor_node.cpp34
1 files changed, 19 insertions, 15 deletions
diff --git a/editor/editor_node.cpp b/editor/editor_node.cpp
index 323684effe..61480c3c20 100644
--- a/editor/editor_node.cpp
+++ b/editor/editor_node.cpp
@@ -547,7 +547,7 @@ void EditorNode::_on_plugin_ready(Object *p_script, const String &p_activate_nam
void EditorNode::_resources_changed(const Vector<String> &p_resources) {
- List<Ref<Resource> > changed;
+ List<Ref<Resource>> changed;
int rc = p_resources.size();
for (int i = 0; i < rc; i++) {
@@ -573,7 +573,7 @@ void EditorNode::_resources_changed(const Vector<String> &p_resources) {
}
if (changed.size()) {
- for (List<Ref<Resource> >::Element *E = changed.front(); E; E = E->next()) {
+ for (List<Ref<Resource>>::Element *E = changed.front(); E; E = E->next()) {
E->get()->reload_from_file();
}
}
@@ -1210,7 +1210,7 @@ bool EditorNode::_validate_scene_recursive(const String &p_filename, Node *p_nod
return false;
}
-static bool _find_edited_resources(const Ref<Resource> &p_resource, Set<Ref<Resource> > &edited_resources) {
+static bool _find_edited_resources(const Ref<Resource> &p_resource, Set<Ref<Resource>> &edited_resources) {
if (p_resource->is_edited()) {
edited_resources.insert(p_resource);
@@ -1247,11 +1247,11 @@ int EditorNode::_save_external_resources() {
flg |= ResourceSaver::FLAG_COMPRESS;
flg |= ResourceSaver::FLAG_REPLACE_SUBRESOURCE_PATHS;
- Set<Ref<Resource> > edited_subresources;
+ Set<Ref<Resource>> edited_subresources;
int saved = 0;
- List<Ref<Resource> > cached;
+ List<Ref<Resource>> cached;
ResourceCache::get_cached_resources(&cached);
- for (List<Ref<Resource> >::Element *E = cached.front(); E; E = E->next()) {
+ for (List<Ref<Resource>>::Element *E = cached.front(); E; E = E->next()) {
Ref<Resource> res = E->get();
if (!res->get_path().is_resource_file())
@@ -1266,7 +1266,7 @@ int EditorNode::_save_external_resources() {
// clear later, because user may have put the same subresource in two different resources,
// which will be shared until the next reload
- for (Set<Ref<Resource> >::Element *E = edited_subresources.front(); E; E = E->next()) {
+ for (Set<Ref<Resource>>::Element *E = edited_subresources.front(); E; E = E->next()) {
Ref<Resource> res = E->get();
res->set_edited(false);
}
@@ -3333,7 +3333,7 @@ Error EditorNode::load_scene(const String &p_scene, bool p_ignore_broken_deps, b
dependency_errors.erase(lpath); //at least not self path
- for (Map<String, Set<String> >::Element *E = dependency_errors.front(); E; E = E->next()) {
+ for (Map<String, Set<String>>::Element *E = dependency_errors.front(); E; E = E->next()) {
String txt = vformat(TTR("Scene '%s' has broken dependencies:"), E->key()) + "\n";
for (Set<String>::Element *F = E->get().front(); F; F = F->next()) {
@@ -3612,6 +3612,7 @@ void EditorNode::register_editor_types() {
ClassDB::register_class<ScriptCreateDialog>();
ClassDB::register_class<EditorFeatureProfile>();
ClassDB::register_class<EditorSpinSlider>();
+ ClassDB::register_virtual_class<FileSystemDock>();
// FIXME: Is this stuff obsolete, or should it be ported to new APIs?
ClassDB::register_class<EditorScenePostImport>();
@@ -3787,8 +3788,8 @@ Ref<Texture2D> EditorNode::get_class_icon(const String &p_class, const String &p
return icon;
}
- const Map<String, Vector<EditorData::CustomType> > &p_map = EditorNode::get_editor_data().get_custom_types();
- for (const Map<String, Vector<EditorData::CustomType> >::Element *E = p_map.front(); E; E = E->next()) {
+ const Map<String, Vector<EditorData::CustomType>> &p_map = EditorNode::get_editor_data().get_custom_types();
+ for (const Map<String, Vector<EditorData::CustomType>>::Element *E = p_map.front(); E; E = E->next()) {
const Vector<EditorData::CustomType> &ct = E->value();
for (int i = 0; i < ct.size(); ++i) {
if (ct[i].name == p_class) {
@@ -5120,10 +5121,10 @@ void EditorNode::reload_scene(const String &p_path) {
//first of all, reload internal textures, materials, meshes, etc. as they might have changed on disk
- List<Ref<Resource> > cached;
+ List<Ref<Resource>> cached;
ResourceCache::get_cached_resources(&cached);
- List<Ref<Resource> > to_clear; //clear internal resources from previous scene from being used
- for (List<Ref<Resource> >::Element *E = cached.front(); E; E = E->next()) {
+ List<Ref<Resource>> to_clear; //clear internal resources from previous scene from being used
+ for (List<Ref<Resource>>::Element *E = cached.front(); E; E = E->next()) {
if (E->get()->get_path().begins_with(p_path + "::")) { //subresources of existing scene
to_clear.push_back(E->get());
@@ -5254,9 +5255,9 @@ void EditorNode::remove_resource_conversion_plugin(const Ref<EditorResourceConve
resource_conversion_plugins.erase(p_plugin);
}
-Vector<Ref<EditorResourceConversionPlugin> > EditorNode::find_resource_conversion_plugin(const Ref<Resource> &p_for_resource) {
+Vector<Ref<EditorResourceConversionPlugin>> EditorNode::find_resource_conversion_plugin(const Ref<Resource> &p_for_resource) {
- Vector<Ref<EditorResourceConversionPlugin> > ret;
+ Vector<Ref<EditorResourceConversionPlugin>> ret;
for (int i = 0; i < resource_conversion_plugins.size(); i++) {
if (resource_conversion_plugins[i].is_valid() && resource_conversion_plugins[i]->handles(p_for_resource)) {
@@ -6704,6 +6705,9 @@ EditorNode::EditorNode() {
screenshot_timer->connect("timeout", callable_mp(this, &EditorNode::_request_screenshot));
add_child(screenshot_timer);
screenshot_timer->set_owner(get_owner());
+
+ String exec = OS::get_singleton()->get_executable_path();
+ EditorSettings::get_singleton()->set_project_metadata("editor_metadata", "executable_path", exec); // Save editor executable path for third-party tools
}
EditorNode::~EditorNode() {