Add Loaded event to Asset in scripting

Refactor `Asset` events naming to match engine scheme
This commit is contained in:
2026-07-28 22:32:36 +02:00
parent e043b18299
commit eb69dafb7c
44 changed files with 117 additions and 145 deletions
+1 -1
View File
@@ -700,7 +700,7 @@ void DrawEmittersGPU(GPUContext* context, RenderContextBatch& renderContextBatch
GPUParticlesSorting = Content::LoadAsyncInternal<Shader>(TEXT("Shaders/GPUParticlesSorting"));
#if COMPILE_WITH_DEV_ENV
if (GPUParticlesSorting)
GPUParticlesSorting.Get()->OnReloading.Bind<OnShaderReloading>();
GPUParticlesSorting.Get()->Reloading.Bind<OnShaderReloading>();
#endif
}
if (GPUParticlesSorting == nullptr || !GPUParticlesSorting->IsLoaded())