virtualx-engine/core/config
reduz 0d2e02945b Implement shader caching
* 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
2021-05-31 10:13:09 +02:00
..
engine.cpp Implement shader caching 2021-05-31 10:13:09 +02:00
engine.h Implement shader caching 2021-05-31 10:13:09 +02:00
project_settings.cpp Use an enum to represent screen orientation in the Project Settings 2021-05-24 18:53:10 +02:00
project_settings.h Added ability to override built-in actions for the editor 2021-02-18 16:22:50 +01:00
SCsub Reorganized core/ directory, it was too fatty already 2020-11-07 20:17:12 -03:00