filter non-shader texture paths at the same place
See merge request xonotic/netradiant!94
QE_InitVFS();
GlobalFileSystem().refresh();
g_vfsInitialized = true;
- // also refresg models
+ // also refresh models
RefreshReferences();
// also refresh texture browser
TextureBrowser_RefreshShaders();
g_currentMap = &g_map;
- // restart VFS to apply new pak filtering based on mapname
+ // refresh VFS to apply new pak filtering based on mapname
// needed for daemon DPK VFS
- VFS_Restart();
+ VFS_Refresh();
}
class Excluder {
tryDecompile:
- const char *type = GlobalRadiant().getRequiredGameDescriptionKeyValue("q3map2_type");
+ const char *type = GlobalRadiant().getGameDescriptionKeyValue("q3map2_type");
int n = string_length(path_get_extension(filename));
if (n && (extension_equal(path_get_extension(filename), "bsp") ||
extension_equal(path_get_extension(filename), "map"))) {