virtualx-engine/platform/android/export
David Nikdel 5e6adb4a2d Merge uid_cache.bin and global_script_class_cache.cfg after mounting PCKs
fixes godotengine#82061
fixes godotengine#61556

Also, distinguish between main pack and DLC packs.
It's desirable to downloaded content to be as small as possible. This change avoids bloating non-main pack files with new versions of resources that are all read on startup and never used again. They have no effect if loaded after startup.
- project.godot/project.binary file
- extension_list.cfg
- app icon and boot_splash
- .ico and .icns files (these can still be opted in for DLC by listing them explicitly in the include filter)
2024-03-06 12:14:21 -05:00
..
export.cpp Merge pull request #86383 from m4gr3d/editor_export_specify_java_sdk_path_main 2024-01-18 19:27:01 +01:00
export.h
export_plugin.cpp Merge uid_cache.bin and global_script_class_cache.cfg after mounting PCKs 2024-03-06 12:14:21 -05:00
export_plugin.h Display a warning if device CPU architecture is not active in the export preset. 2024-02-23 01:37:32 +01:00
godot_plugin_config.cpp Re-architect how Android plugins are packaged and handled at export time 2023-07-18 19:14:53 +02:00
godot_plugin_config.h Re-architect how Android plugins are packaged and handled at export time 2023-07-18 19:14:53 +02:00
gradle_export_util.cpp Android: Allow using alternative Gradle build directory 2024-02-16 15:20:47 -06:00
gradle_export_util.h Android: Allow using alternative Gradle build directory 2024-02-16 15:20:47 -06:00
logo.svg SCons: Move platform logo/run icon to export folder 2023-06-20 13:16:37 +02:00
run_icon.svg SCons: Move platform logo/run icon to export folder 2023-06-20 13:16:37 +02:00