Don't store shader edit path in metadata

This commit is contained in:
kobewi 2023-11-08 19:14:01 +01:00
parent 3e7f638d7b
commit 9c810ef061
2 changed files with 4 additions and 5 deletions

View File

@ -65,9 +65,7 @@ void ShaderEditorPlugin::_update_shader_list() {
}
// When shader is deleted in filesystem dock, need this to correctly close shader editor.
if (!path.is_empty()) {
shader->set_meta("_edit_res_path", path);
}
edited_shader.path = path;
bool unsaved = false;
if (edited_shader.shader_editor) {
@ -578,9 +576,9 @@ void ShaderEditorPlugin::_window_changed(bool p_visible) {
void ShaderEditorPlugin::_file_removed(const String &p_removed_file) {
for (uint32_t i = 0; i < edited_shaders.size(); i++) {
const Ref<Shader> &shader = edited_shaders[i].shader;
if (shader->get_meta("_edit_res_path") == p_removed_file) {
if (edited_shaders[i].path == p_removed_file) {
_close_shader(i);
break;
}
}
}

View File

@ -50,6 +50,7 @@ class ShaderEditorPlugin : public EditorPlugin {
Ref<ShaderInclude> shader_inc;
TextShaderEditor *shader_editor = nullptr;
VisualShaderEditor *visual_shader_editor = nullptr;
String path;
};
LocalVector<EditedShader> edited_shaders;