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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.
This commit is contained in:
Hugo Locurcio
2021-03-24 19:50:41 +01:00
parent 9a64d6b2b2
commit b191a7547c
5 changed files with 12 additions and 6 deletions

View File

@@ -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 {
@@ -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 "";
@@ -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");
}
}
}