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Build: Updated 'bsf' version
- Also cleaned up some leftover commented out code

BearishSun il y a 6 ans
Parent
commit
725f2035e1
2 fichiers modifiés avec 3 ajouts et 6 suppressions
  1. 2 5
      Source/EditorManaged/Inspectors/MaterialInspector.cs
  2. 1 1
      Source/bsf

+ 2 - 5
Source/EditorManaged/Inspectors/MaterialInspector.cs

@@ -1008,14 +1008,11 @@ namespace bs.Editor
                                     // Note: Ideally we can avoid loading texture resources if the material is not
                                     // referenced anywhere in the scene. But we don't have a good way to check that at
                                     // the moment.
-                                    //    Resources.LoadAsync<Resource>(x.UUID);
-
                                     ResourceMeta meta = fileEntry.ResourceMetas[0];
                                     if (meta.ResType == ResourceType.SpriteTexture)
-                                        material.SetSpriteTexture(shaderParam.name,
-                                            bs.Resources.LoadAsync<SpriteTexture>(x.UUID));//(SpriteTexture)x.Value);//x.As<SpriteTexture>());
+                                        material.SetSpriteTexture(shaderParam.name, Resources.LoadAsync<SpriteTexture>(x.UUID));
                                     else if (meta.ResType == ResourceType.Texture)
-                                        material.SetTexture(shaderParam.name, bs.Resources.LoadAsync<Texture>(x.UUID));//(Texture)x.Value); //x.As<Texture>());
+                                        material.SetTexture(shaderParam.name, Resources.LoadAsync<Texture>(x.UUID));
 
                                     EndUndo();
                                 }

+ 1 - 1
Source/bsf

@@ -1 +1 @@
-Subproject commit 46f13bf0d3cb112296f1305d1eb5b54c8f3a4d5f
+Subproject commit 9bbac75ca4cc445cd26b435f74465ad91d3e528e