Load assets before enabling editor plugins

Moves the code for enabling plugins from NOTIFICATION_READY to after the first scan has been completed.
This commit is contained in:
TechnoPorg 2021-09-02 09:41:12 -06:00
parent 9d38ebdc3c
commit 1963c63b91

View file

@ -595,19 +595,6 @@ void EditorNode::_notification(int p_what) {
} break;
case NOTIFICATION_READY: {
{
_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;
}
RenderingServer::get_singleton()->viewport_set_disable_2d(get_scene_root()->get_viewport_rid(), true);
RenderingServer::get_singleton()->viewport_set_disable_environment(get_viewport()->get_viewport_rid(), true);
@ -970,6 +957,18 @@ void EditorNode::_sources_changed(bool p_exist) {
load_scene(defer_load_scene);
defer_load_scene = "";
}
// 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;
}
}