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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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.. | ||
patches | ||
clipper-exceptions.patch | ||
clipper.cpp | ||
clipper.hpp | ||
cubemap_coeffs.h | ||
easing_equations.cpp | ||
fastlz.c | ||
fastlz.h | ||
ifaddrs-android.cc | ||
ifaddrs-android.h | ||
mikktspace.c | ||
mikktspace.h | ||
open-simplex-noise-LICENSE | ||
open-simplex-noise-no-allocate.patch | ||
open-simplex-noise.c | ||
open-simplex-noise.h | ||
pcg.cpp | ||
pcg.h | ||
polypartition.cpp | ||
polypartition.h | ||
r128.c | ||
r128.h | ||
smaz.c | ||
smaz.h | ||
smolv.cpp | ||
smolv.h | ||
stb_rect_pack.h | ||
stb_vorbis.c | ||
stb_vorbis.h | ||
yuv2rgb.h |