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Load assets before enabling editor plugins #52344
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Moves the code for enabling plugins from NOTIFICATION_READY to after the first scan has been completed.
// Only enable addons once resources have been imported | ||
_initializing_addons = true; | ||
Vector<String> addons; | ||
if (ProjectSettings::get_singleton()->has_setting("editor_plugins/enabled")) { | ||
addons = ProjectSettings::get_singleton()->get("editor_plugins/enabled"); | ||
} | ||
|
||
for (int i = 0; i < addons.size(); i++) { | ||
set_addon_plugin_enabled(addons[i], true); | ||
} | ||
_initializing_addons = false; |
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Won't this mean that it will re-initialize addons every time sources change, instead of only once at startup?
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I don't think so, because this code will only run when waiting_for_first_scan
is true.
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Ah right, I misread as GH messes tab width for me between near and extended diff.
Thanks! |
Edit: Reverted due to regressions. |
In the end I also reverted this in |
I'm really sorry about this. I started high school in the fall and the workload has been harder to adjust to than I expected that it would be. Also, I had an issue to do with outdated graphics drivers that I only fixed yesterday, which was causing Godot to crash on launch. Neither of those excuses are preventing me from working on Godot now, though, so I will try and be more helpful in the future. |
No worries, I wasn't trying to blame you or put pressure on you to fix the regression. But indeed when a known regression couldn't be fixed fast, it's usually best to rollback the change, and re-attempt it at a later time to solve both the original issue and the regressions. |
Closes #36713 by moving the code for enabling plugins in
EditorNode
fromNOTIFICATION_READY
to after the first scan of the filesystem has been completed.