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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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<?xml version="1.0" encoding="UTF-8" ?> | ||
<class name="EditorPaths" inherits="Object" version="4.0"> | ||
<brief_description> | ||
</brief_description> | ||
<description> | ||
</description> | ||
<tutorials> | ||
</tutorials> | ||
<methods> | ||
<method name="get_cache_dir" qualifiers="const"> | ||
<return type="String"> | ||
</return> | ||
<description> | ||
</description> | ||
</method> | ||
<method name="get_config_dir" qualifiers="const"> | ||
<return type="String"> | ||
</return> | ||
<description> | ||
</description> | ||
</method> | ||
<method name="get_data_dir" qualifiers="const"> | ||
<return type="String"> | ||
</return> | ||
<description> | ||
</description> | ||
</method> | ||
<method name="get_self_contained_file" qualifiers="const"> | ||
<return type="String"> | ||
</return> | ||
<description> | ||
</description> | ||
</method> | ||
<method name="get_settings_dir" qualifiers="const"> | ||
<return type="String"> | ||
</return> | ||
<description> | ||
</description> | ||
</method> | ||
<method name="is_self_contained" qualifiers="const"> | ||
<return type="bool"> | ||
</return> | ||
<description> | ||
</description> | ||
</method> | ||
</methods> | ||
<constants> | ||
</constants> | ||
</class> |
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