Fixed a bug where materials weren't assigned to scene on first import.

This commit is contained in:
Nathan Warden 2017-11-06 23:22:37 -05:00
parent 9437db7bc5
commit 400db80d25

View File

@ -858,12 +858,11 @@ void ResourceImporterScene::_make_external_resources(Node *p_node, const String
String ext_name = p_base_path.plus_file(_make_extname(mat->get_name()) + ".material");
if (p_keep_materials && FileAccess::exists(ext_name)) {
//if exists, use it
Ref<Material> existing = ResourceLoader::load(ext_name);
p_materials[mat] = existing;
p_materials[mat] = ResourceLoader::load(ext_name);
} else {
ResourceSaver::save(ext_name, mat, ResourceSaver::FLAG_CHANGE_PATH);
p_materials[mat] = mat;
p_materials[mat] = ResourceLoader::load(ext_name);
}
}
@ -887,7 +886,8 @@ void ResourceImporterScene::_make_external_resources(Node *p_node, const String
String ext_name = p_base_path.plus_file(_make_extname(mesh->get_name()) + ".mesh");
ResourceSaver::save(ext_name, mesh, ResourceSaver::FLAG_CHANGE_PATH);
p_meshes[mesh] = mesh;
p_meshes[mesh] = ResourceLoader::load(ext_name);
p_node->set(E->get().name, p_meshes[mesh]);
mesh_just_added = true;
}
}
@ -907,18 +907,24 @@ void ResourceImporterScene::_make_external_resources(Node *p_node, const String
;
if (FileAccess::exists(ext_name)) {
//if exists, use it
Ref<Material> existing = ResourceLoader::load(ext_name);
p_materials[mat] = existing;
p_materials[mat] = ResourceLoader::load(ext_name);
} else {
ResourceSaver::save(ext_name, mat, ResourceSaver::FLAG_CHANGE_PATH);
p_materials[mat] = mat;
p_materials[mat] = ResourceLoader::load(ext_name);
}
}
if (p_materials[mat] != mat) {
mesh->surface_set_material(i, p_materials[mat]);
//re-save the mesh since a material is now assigned
if (p_make_meshes) {
String ext_name = p_base_path.plus_file(_make_extname(mesh->get_name()) + ".mesh");
ResourceSaver::save(ext_name, mesh, ResourceSaver::FLAG_CHANGE_PATH);
p_meshes[mesh] = ResourceLoader::load(ext_name);
}
}
}