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@@ -158,8 +158,8 @@
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#include "scene/resources/immediate_mesh.h"
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#include "scene/resources/label_settings.h"
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#include "scene/resources/material.h"
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-#include "scene/resources/mesh.h"
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#include "scene/resources/mesh_data_tool.h"
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+#include "scene/resources/multimesh.h"
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#include "scene/resources/navigation_mesh.h"
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#include "scene/resources/packed_scene.h"
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#include "scene/resources/particles_material.h"
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@@ -260,7 +260,7 @@
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#include "scene/resources/fog_material.h"
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#include "scene/resources/importer_mesh.h"
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#include "scene/resources/mesh_library.h"
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-#endif
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+#endif // _3D_DISABLED
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static Ref<ResourceFormatSaverText> resource_saver_text;
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static Ref<ResourceFormatLoaderText> resource_loader_text;
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@@ -575,7 +575,7 @@ void register_scene_types() {
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GDREGISTER_CLASS(NavigationObstacle3D);
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OS::get_singleton()->yield(); // may take time to init
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-#endif
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+#endif // _3D_DISABLED
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/* REGISTER SHADER */
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@@ -765,10 +765,6 @@ void register_scene_types() {
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SceneTree::add_idle_callback(ParticlesMaterial::flush_changes);
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ParticlesMaterial::init_shaders();
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- GDREGISTER_CLASS(ProceduralSkyMaterial);
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- GDREGISTER_CLASS(PanoramaSkyMaterial);
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- GDREGISTER_CLASS(PhysicalSkyMaterial);
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-
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GDREGISTER_VIRTUAL_CLASS(Mesh);
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GDREGISTER_CLASS(ArrayMesh);
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GDREGISTER_CLASS(PlaceholderMesh);
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@@ -796,6 +792,9 @@ void register_scene_types() {
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GDREGISTER_CLASS(StandardMaterial3D);
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GDREGISTER_CLASS(ORMMaterial3D);
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GDREGISTER_CLASS(PlaceholderMaterial);
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+ GDREGISTER_CLASS(ProceduralSkyMaterial);
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+ GDREGISTER_CLASS(PanoramaSkyMaterial);
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+ GDREGISTER_CLASS(PhysicalSkyMaterial);
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SceneTree::add_idle_callback(BaseMaterial3D::flush_changes);
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BaseMaterial3D::init_shaders();
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@@ -824,7 +823,7 @@ void register_scene_types() {
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ClassDB::register_class<SkeletonModification3DStackHolder>();
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OS::get_singleton()->yield(); // may take time to init
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-#endif
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+#endif // _3D_DISABLED
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GDREGISTER_CLASS(PhysicsMaterial);
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GDREGISTER_CLASS(World3D);
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@@ -1203,11 +1202,10 @@ void unregister_scene_types() {
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// StandardMaterial3D is not initialised when 3D is disabled, so it shouldn't be cleaned up either
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#ifndef _3D_DISABLED
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BaseMaterial3D::finish_shaders();
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-#endif // _3D_DISABLED
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-
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PhysicalSkyMaterial::cleanup_shader();
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PanoramaSkyMaterial::cleanup_shader();
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ProceduralSkyMaterial::cleanup_shader();
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+#endif // _3D_DISABLED
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ParticlesMaterial::finish_shaders();
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CanvasItemMaterial::finish_shaders();
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