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Disable scripting and physics early in EditorNode

This avoids issues with scripts being instanced before this is set, like
autoloads.
George Marques 7 years ago
parent
commit
ed3776c6a4
1 changed files with 4 additions and 4 deletions
  1. 4 4
      editor/editor_node.cpp

+ 4 - 4
editor/editor_node.cpp

@@ -4591,6 +4591,10 @@ EditorNode::EditorNode() {
 	VisualServer::get_singleton()->textures_keep_original(true);
 	VisualServer::get_singleton()->textures_keep_original(true);
 	VisualServer::get_singleton()->set_debug_generate_wireframes(true);
 	VisualServer::get_singleton()->set_debug_generate_wireframes(true);
 
 
+	PhysicsServer::get_singleton()->set_active(false); // no physics by default if editor
+	Physics2DServer::get_singleton()->set_active(false); // no physics by default if editor
+	ScriptServer::set_scripting_enabled(false); // no scripting by default if editor
+
 	EditorHelp::generate_doc(); //before any editor classes are crated
 	EditorHelp::generate_doc(); //before any editor classes are crated
 	SceneState::set_disable_placeholders(true);
 	SceneState::set_disable_placeholders(true);
 	ResourceLoader::clear_translation_remaps(); //no remaps using during editor
 	ResourceLoader::clear_translation_remaps(); //no remaps using during editor
@@ -5683,10 +5687,6 @@ EditorNode::EditorNode() {
 	_edit_current();
 	_edit_current();
 	current = NULL;
 	current = NULL;
 
 
-	PhysicsServer::get_singleton()->set_active(false); // no physics by default if editor
-	Physics2DServer::get_singleton()->set_active(false); // no physics by default if editor
-	ScriptServer::set_scripting_enabled(false); // no scripting by default if editor
-
 	reference_resource_mem = true;
 	reference_resource_mem = true;
 	save_external_resources_mem = true;
 	save_external_resources_mem = true;