Don't connect ShaderMaterial's changed signal when not in the editor

This closes #34741.
This commit is contained in:
Hugo Locurcio 2020-01-02 17:19:14 +01:00
parent bde52cc688
commit ac3087eb4b
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GPG key ID: 39E8F8BE30B0A49C

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@ -30,6 +30,8 @@
#include "material.h"
#include "core/engine.h"
#ifdef TOOLS_ENABLED
#include "editor/editor_settings.h"
#endif
@ -191,7 +193,10 @@ Variant ShaderMaterial::property_get_revert(const String &p_name) {
void ShaderMaterial::set_shader(const Ref<Shader> &p_shader) {
if (shader.is_valid()) {
// Only connect/disconnect the signal when running in the editor.
// This can be a slow operation, and `_change_notify()` (which is called by `_shader_changed()`)
// does nothing in non-editor builds anyway. See GH-34741 for details.
if (shader.is_valid() && Engine::get_singleton()->is_editor_hint()) {
shader->disconnect("changed", this, "_shader_changed");
}
@ -200,7 +205,10 @@ void ShaderMaterial::set_shader(const Ref<Shader> &p_shader) {
RID rid;
if (shader.is_valid()) {
rid = shader->get_rid();
shader->connect("changed", this, "_shader_changed");
if (Engine::get_singleton()->is_editor_hint()) {
shader->connect("changed", this, "_shader_changed");
}
}
VS::get_singleton()->material_set_shader(_get_material(), rid);