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0d2e02945b
* 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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.. | ||
audio | ||
camera | ||
physics_2d | ||
physics_3d | ||
rendering | ||
xr | ||
audio_server.cpp | ||
audio_server.h | ||
camera_server.cpp | ||
camera_server.h | ||
display_server.cpp | ||
display_server.h | ||
navigation_server_2d.cpp | ||
navigation_server_2d.h | ||
navigation_server_3d.cpp | ||
navigation_server_3d.h | ||
physics_server_2d.cpp | ||
physics_server_2d.h | ||
physics_server_3d.cpp | ||
physics_server_3d.h | ||
register_server_types.cpp | ||
register_server_types.h | ||
rendering_server.cpp | ||
rendering_server.h | ||
SCsub | ||
server_wrap_mt_common.h | ||
text_server.cpp | ||
text_server.h | ||
xr_server.cpp | ||
xr_server.h |