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Material Conversion Error Handling
Material Conversion Plugins now ERR_FAIL if called on an unitialized material. FileSystemDock no longer crashes if Conversion Plugin fails and returns a null ref.
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2a9ff39264
commit
05fd79af7c
3 changed files with 12 additions and 1 deletions
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@ -1900,6 +1900,7 @@ void FileSystemDock::_convert_dialog_action() {
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for (const String &target : cached_valid_conversion_targets) {
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if (conversion_id == selected_conversion_id && conversion->converts_to() == target) {
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Ref<Resource> converted_res = conversion->convert(res);
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ERR_FAIL_COND(converted_res.is_null());
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ERR_FAIL_COND(res.is_null());
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converted_resources.push_back(converted_res);
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resources_to_erase_history_for.insert(res);
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@ -456,6 +456,7 @@ bool StandardMaterial3DConversionPlugin::handles(const Ref<Resource> &p_resource
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Ref<Resource> StandardMaterial3DConversionPlugin::convert(const Ref<Resource> &p_resource) const {
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Ref<StandardMaterial3D> mat = p_resource;
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ERR_FAIL_COND_V(mat.is_null(), Ref<Resource>());
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ERR_FAIL_COND_V(!mat->_is_initialized(), Ref<Resource>());
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Ref<ShaderMaterial> smat;
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smat.instantiate();
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@ -502,6 +503,7 @@ bool ORMMaterial3DConversionPlugin::handles(const Ref<Resource> &p_resource) con
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Ref<Resource> ORMMaterial3DConversionPlugin::convert(const Ref<Resource> &p_resource) const {
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Ref<ORMMaterial3D> mat = p_resource;
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ERR_FAIL_COND_V(mat.is_null(), Ref<Resource>());
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ERR_FAIL_COND_V(!mat->_is_initialized(), Ref<Resource>());
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Ref<ShaderMaterial> smat;
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smat.instantiate();
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@ -548,6 +550,7 @@ bool ParticleProcessMaterialConversionPlugin::handles(const Ref<Resource> &p_res
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Ref<Resource> ParticleProcessMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
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Ref<ParticleProcessMaterial> mat = p_resource;
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ERR_FAIL_COND_V(mat.is_null(), Ref<Resource>());
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ERR_FAIL_COND_V(!mat->_is_initialized(), Ref<Resource>());
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Ref<ShaderMaterial> smat;
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smat.instantiate();
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@ -587,6 +590,7 @@ bool CanvasItemMaterialConversionPlugin::handles(const Ref<Resource> &p_resource
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Ref<Resource> CanvasItemMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
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Ref<CanvasItemMaterial> mat = p_resource;
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ERR_FAIL_COND_V(mat.is_null(), Ref<Resource>());
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ERR_FAIL_COND_V(!mat->_is_initialized(), Ref<Resource>());
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Ref<ShaderMaterial> smat;
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smat.instantiate();
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@ -626,6 +630,7 @@ bool ProceduralSkyMaterialConversionPlugin::handles(const Ref<Resource> &p_resou
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Ref<Resource> ProceduralSkyMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
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Ref<ProceduralSkyMaterial> mat = p_resource;
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ERR_FAIL_COND_V(mat.is_null(), Ref<Resource>());
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ERR_FAIL_COND_V(!mat->_is_initialized(), Ref<Resource>());
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Ref<ShaderMaterial> smat;
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smat.instantiate();
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@ -665,6 +670,7 @@ bool PanoramaSkyMaterialConversionPlugin::handles(const Ref<Resource> &p_resourc
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Ref<Resource> PanoramaSkyMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
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Ref<PanoramaSkyMaterial> mat = p_resource;
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ERR_FAIL_COND_V(mat.is_null(), Ref<Resource>());
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ERR_FAIL_COND_V(!mat->_is_initialized(), Ref<Resource>());
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Ref<ShaderMaterial> smat;
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smat.instantiate();
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@ -704,6 +710,7 @@ bool PhysicalSkyMaterialConversionPlugin::handles(const Ref<Resource> &p_resourc
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Ref<Resource> PhysicalSkyMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
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Ref<PhysicalSkyMaterial> mat = p_resource;
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ERR_FAIL_COND_V(mat.is_null(), Ref<Resource>());
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ERR_FAIL_COND_V(!mat->_is_initialized(), Ref<Resource>());
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Ref<ShaderMaterial> smat;
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smat.instantiate();
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@ -743,6 +750,7 @@ bool FogMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const
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Ref<Resource> FogMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
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Ref<FogMaterial> mat = p_resource;
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ERR_FAIL_COND_V(mat.is_null(), Ref<Resource>());
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ERR_FAIL_COND_V(!mat->_is_initialized(), Ref<Resource>());
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Ref<ShaderMaterial> smat;
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smat.instantiate();
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@ -64,7 +64,6 @@ protected:
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void _mark_ready();
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void _mark_initialized(const Callable &p_add_to_dirty_list, const Callable &p_update_shader);
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bool _is_initialized() { return init_state == INIT_STATE_READY; }
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GDVIRTUAL0RC_REQUIRED(RID, _get_shader_rid)
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GDVIRTUAL0RC_REQUIRED(Shader::Mode, _get_shader_mode)
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@ -75,6 +74,9 @@ public:
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RENDER_PRIORITY_MAX = RS::MATERIAL_RENDER_PRIORITY_MAX,
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RENDER_PRIORITY_MIN = RS::MATERIAL_RENDER_PRIORITY_MIN,
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};
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bool _is_initialized() { return init_state == INIT_STATE_READY; }
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void set_next_pass(const Ref<Material> &p_pass);
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Ref<Material> get_next_pass() const;
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