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authorJuan Linietsky <reduzio@gmail.com>2022-08-31 11:12:42 +0200
committerJuan Linietsky <reduzio@gmail.com>2022-09-01 11:16:00 +0200
commitef17c4668ad18a8732a3bccbd2474887ab394cd7 (patch)
tree6942237e1f87249ba02e2f7a840512ee2ebc6d68 /editor/export/editor_export.cpp
parentc40855f8189e603bdadca8d32fa7988a249ed96b (diff)
Add support for scene/resource customization in export plugins
EditorExportPlugin adds a set of callbacks to allow customizing scenes, resources or subresources in all files exported: * Can take scene files, resource files and subresources in all of them. * Uses a cache for the converted files if nothing changes, so this work only happens if a file is modified. * Uses hashing to differentiate export configuration caches. * Removed the previous conversion code to binary, as this one uses existing stuff. This API is useful in several scenarios: * Needed by the "server" export platform to get rid of textures, meshes, audio, etc. * Needed by text to binary converters. * Needed by eventual optimizations such as shader precompiling on export, mesh merging and optimization, etc. This is a draft, feedback is very welcome.
Diffstat (limited to 'editor/export/editor_export.cpp')
-rw-r--r--editor/export/editor_export.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/editor/export/editor_export.cpp b/editor/export/editor_export.cpp
index d291040bd2..29b6a5e546 100644
--- a/editor/export/editor_export.cpp
+++ b/editor/export/editor_export.cpp
@@ -351,6 +351,8 @@ EditorExport::EditorExport() {
singleton = this;
set_process(true);
+
+ GLOBAL_DEF("editor/export/convert_text_resources_to_binary", true);
}
EditorExport::~EditorExport() {