Merge pull request #34755 from Calinou/shadermaterial-connect-editor-only
Don't connect ShaderMaterial's `changed` signal when not in the editor
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commit
147268a427
1 changed files with 10 additions and 2 deletions
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@ -30,6 +30,8 @@
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#include "material.h"
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#include "core/engine.h"
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#ifdef TOOLS_ENABLED
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#include "editor/editor_settings.h"
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#endif
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@ -191,7 +193,10 @@ Variant ShaderMaterial::property_get_revert(const String &p_name) {
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void ShaderMaterial::set_shader(const Ref<Shader> &p_shader) {
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if (shader.is_valid()) {
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// Only connect/disconnect the signal when running in the editor.
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// This can be a slow operation, and `_change_notify()` (which is called by `_shader_changed()`)
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// does nothing in non-editor builds anyway. See GH-34741 for details.
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if (shader.is_valid() && Engine::get_singleton()->is_editor_hint()) {
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shader->disconnect("changed", this, "_shader_changed");
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}
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@ -200,7 +205,10 @@ void ShaderMaterial::set_shader(const Ref<Shader> &p_shader) {
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RID rid;
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if (shader.is_valid()) {
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rid = shader->get_rid();
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shader->connect("changed", this, "_shader_changed");
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if (Engine::get_singleton()->is_editor_hint()) {
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shader->connect("changed", this, "_shader_changed");
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}
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}
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VS::get_singleton()->material_set_shader(_get_material(), rid);
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