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authorHugo Locurcio <hugo.locurcio@hugo.pro>2021-03-24 19:50:41 +0100
committerHugo Locurcio <hugo.locurcio@hugo.pro>2021-03-24 21:33:44 +0100
commitb191a7547c0bc6b14ab7e37e7cd36d37ec6dc276 (patch)
treeb05275cbd2aebe7bd6872c543f7d501cf407a720 /core/config
parent9a64d6b2b2001920affdaedd0fb8c0bc6074b13a (diff)
downloadredot-engine-b191a7547c0bc6b14ab7e37e7cd36d37ec6dc276.tar.gz
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.
Diffstat (limited to 'core/config')
-rw-r--r--core/config/project_settings.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/core/config/project_settings.cpp b/core/config/project_settings.cpp
index f87dc6704e..f4f4dda7f4 100644
--- a/core/config/project_settings.cpp
+++ b/core/config/project_settings.cpp
@@ -1103,7 +1103,7 @@ ProjectSettings::ProjectSettings() {
if (Engine::get_singleton()->has_singleton("GodotSharp")) {
extensions.push_back("cs");
}
- extensions.push_back("shader");
+ extensions.push_back("gdshader");
GLOBAL_DEF("editor/script/search_in_file_extensions", extensions);
custom_prop_info["editor/script/search_in_file_extensions"] = PropertyInfo(Variant::PACKED_STRING_ARRAY, "editor/script/search_in_file_extensions");