onFirstUpdate
Definition
-- @/lua/ge/extensions/editor/main.lua:729
local function onFirstUpdate()
if editorWasActive then
editor.logInfo("Reactivating editor...")
editor.active = false
setEditorActive(true)
--TODO: objects need serializable formats not C++ object refs
--editor.history:deserialize(editorHistoryData)
end
-- if the game has -worldEditor argument present, start editor automagically
if worldEditorCppApi.mustOpenEditorOnStart() then
worldEditorCppApi.setOpenEditorOnStart(false) -- set it to false now, since Lua reloads will reopen again, we dont want that
setEditorActive(true)
end
end
Callers
@/lua/ge/extensions/core/commandhandler.lua
local function onFirstUpdate()
if ignoreStartupCmd then
@/lua/ge/extensions/core/input/bindings.lua
local function onFirstUpdate()
M.devices = updateDevicesList(M.devices)
@/lua/ge/extensions/ui/audio.lua
local function onFirstUpdate()
local soundsJson = jsonReadFile("ui/soundClasses.json")
@/lua/ge/extensions/core/audio.lua
local function onFirstUpdate()
--log("I", "onFirstUpdate", 'onFirstUpdate called....')
@/lua/ge/extensions/render/hdr.lua
local function onFirstUpdate()
if initialized then return end
@/lua/ge/extensions/core/input/actions.lua
local function onFirstUpdate()
table.clear(actionsCache)
@/lua/ge/extensions/core/schemeCommandServer.lua
local function onFirstUpdate()
udpSocket = socket.udp()