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* Shader compilation is now cached. Subsequent loads take less than a millisecond. * Improved game, editor and project manager startup time. * Editor uses .godot/shader_cache to store shaders. * Game uses user://shader_cache * Project manager uses $config_dir/shader_cache * Options to tweak shader caching in project settings. * Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled). * Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated). * Added shader compression with SMOLV: https://github.com/aras-p/smol-v |
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.. | ||
basis_universal | ||
bmp | ||
bullet | ||
camera | ||
csg | ||
cvtt | ||
dds | ||
denoise | ||
enet | ||
etcpak | ||
fbx | ||
freetype | ||
gdnative | ||
gdnavigation | ||
gdscript | ||
glslang | ||
gltf | ||
gridmap | ||
hdr | ||
jpg | ||
jsonrpc | ||
lightmapper_rd | ||
mbedtls | ||
meshoptimizer | ||
minimp3 | ||
mobile_vr | ||
mono | ||
ogg | ||
opensimplex | ||
opus | ||
pvr | ||
raycast | ||
regex | ||
squish | ||
stb_vorbis | ||
svg | ||
text_server_adv | ||
text_server_fb | ||
tga | ||
theora | ||
tinyexr | ||
upnp | ||
vhacd | ||
visual_script | ||
vorbis | ||
webm | ||
webp | ||
webrtc | ||
websocket | ||
webxr | ||
xatlas_unwrap | ||
modules_builders.py | ||
register_module_types.h | ||
SCsub |