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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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@@ -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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