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authorRémi Verschelde <rverschelde@gmail.com>2020-04-17 18:36:06 +0200
committerGitHub <noreply@github.com>2020-04-17 18:36:06 +0200
commit17304f1aaed434b0547606ff22721d65292d8cf1 (patch)
tree8b52f567244fe41a2776a49099ee8c7f300bfe40 /editor/editor_node.cpp
parentcfda0e377004a9399255105132ccb1a906e9f12e (diff)
parent0e1c66d9fced8f9d3a8fbd87ddfd2c29a9ed2679 (diff)
downloadredot-engine-17304f1aaed434b0547606ff22721d65292d8cf1.tar.gz
Merge pull request #37949 from reduz/implement-global-shader-uniforms
Implement global and per instance shader uniforms.
Diffstat (limited to 'editor/editor_node.cpp')
-rw-r--r--editor/editor_node.cpp5
1 files changed, 5 insertions, 0 deletions
diff --git a/editor/editor_node.cpp b/editor/editor_node.cpp
index 6f6287ccb5..fddc5dc231 100644
--- a/editor/editor_node.cpp
+++ b/editor/editor_node.cpp
@@ -708,6 +708,11 @@ void EditorNode::_sources_changed(bool p_exist) {
if (waiting_for_first_scan) {
waiting_for_first_scan = false;
+ // Reload the global shader variables, but this time
+ // loading texures, as they are now properly imported.
+ print_line("done scanning, reload textures");
+ RenderingServer::get_singleton()->global_variables_load_settings(true);
+
// Start preview thread now that it's safe.
if (!singleton->cmdline_export_mode) {
EditorResourcePreview::get_singleton()->start();