fix(shaderdebugger): wire Refresh All to reload tracked shaders#604
Conversation
The Shader Debugger panel's "Refresh All" button was a no-op TODO. Wire it to ShaderLibrary::ReloadShaders() for both the 3D and 2D shader libraries — the same reload path (Shader::Reload()) used by the filewatch hot-reload and already exposed to Lua/C# scripting and the olo_shader_reload MCP tool, so compile errors surface identically via the existing OnCompilationEnd/OnReloadEnd hooks. Fixes #594 Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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Summary
ShaderLibrary::ReloadShaders()for bothRenderer3DandRenderer2D's shader libraries — the same reload path (Shader::Reload()) used by the filewatch hot-reload, and already exposed via Lua/C# scripting (ShaderLibrary3D_ReloadAll/ShaderLibrary2D_ReloadAll) and theolo_shader_reloadMCP tool, so this matches established convention rather than introducing a new one.OnCompilationEnd/OnReloadEndShaderDebugger hooks.Fixes #594
Test plan
OloEditorDebug build succeeds (proves the code compiles/links correctly)OloEngine-TestsDebug build succeedsShaderCompileFailureRecovery.*(the Shader compile/link failure crashes the debug editor (OLO_CORE_VERIFY → DEBUGBREAK) instead of degrading gracefully #568/fix(shader): recover gracefully from GLSL compile/link failures instead of crashing #583 graceful GLSL-failure-recovery contract for this exact reload path) — 3/3 passedMcpShaderReload.*— 4/4 passed