Add Loaded event to Asset in scripting
Refactor `Asset` events naming to match engine scheme
This commit is contained in:
@@ -680,7 +680,7 @@ void DebugDrawService::Update()
|
||||
LOG(Fatal, "Cannot load DebugDraw shader");
|
||||
}
|
||||
#if COMPILE_WITH_DEV_ENV
|
||||
DebugDrawShader->OnReloading.Bind(&OnShaderReloading);
|
||||
DebugDrawShader->Reloading.Bind(&OnShaderReloading);
|
||||
#endif
|
||||
}
|
||||
if (DebugDrawPsWireTrianglesDepthTest.Depth == nullptr && DebugDrawShader && DebugDrawShader->IsLoaded())
|
||||
|
||||
Reference in New Issue
Block a user