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author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2021-03-24 19:50:41 +0100 |
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committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2021-03-24 21:33:44 +0100 |
commit | b191a7547c0bc6b14ab7e37e7cd36d37ec6dc276 (patch) | |
tree | b05275cbd2aebe7bd6872c543f7d501cf407a720 /core/config | |
parent | 9a64d6b2b2001920affdaedd0fb8c0bc6074b13a (diff) | |
download | redot-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.cpp | 2 |
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"); |