Allow passing UID to importer

This helps, for importers spitting out new resources to the res://
filesystem to actually hash them to generate deterministic UIDs.

This PR also fixes the determinism for translations.
This commit is contained in:
Juan
2024-09-23 16:07:40 +02:00
committed by Rémi Verschelde
parent 0f5f3bc954
commit fe34c45d2a
38 changed files with 54 additions and 41 deletions
@@ -89,7 +89,7 @@ static String _include_function(const String &p_path, void *userpointer) {
return file_inc->get_as_utf8_string();
}
Error ResourceImporterShaderFile::import(const String &p_source_file, const String &p_save_path, const HashMap<StringName, Variant> &p_options, List<String> *r_platform_variants, List<String> *r_gen_files, Variant *r_metadata) {
Error ResourceImporterShaderFile::import(ResourceUID::ID p_source_id, const String &p_source_file, const String &p_save_path, const HashMap<StringName, Variant> &p_options, List<String> *r_platform_variants, List<String> *r_gen_files, Variant *r_metadata) {
/* STEP 1, Read shader code */
ERR_FAIL_COND_V_EDMSG((OS::get_singleton()->get_current_rendering_method() == "gl_compatibility"), ERR_UNAVAILABLE, "Cannot import custom .glsl shaders when using the gl_compatibility rendering_method. Please switch to the forward_plus or mobile rendering methods to use custom shaders.");
ERR_FAIL_COND_V_EDMSG((DisplayServer::get_singleton()->get_name() == "headless"), ERR_UNAVAILABLE, "Cannot import custom .glsl shaders when running in headless mode.");