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What this changes
Registers
Game/assets/shaderswith the engine's new shader hot reload, so in Debug builds saving a game shader (voxel, water, the GLgbuffer_gl/lighting_pass_gloverrides) updates the running game. The game folder is registered after the engine's, so the game's copy of an overridden shader is the one that reloads.Merge CanReader/SleakEngine#224 first. This uses the new
Debug/ShaderHotReload.hpp, and CI for PRs intostagingbuilds against the engine'sstagingbranch, so CI here fails until the engine PR is merged. Re-run it after that.Why
Edits to block and water shaders needed a rebuild and restart. Follow-up for owning the block look in deferred mode: #89.
How it was verified
-world capbase, Vulkan with--validateand OpenGL), editing game shaders live while it ranPlacing, breaking and saving weren't exercised; this change only adds a Debug-only call in
Game::Initialize()and a compile definition.Checklist
.spv(no shader changes)WorldMeta::CURRENT_VERSIONand handle old worlds (no save changes)