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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()