From ef17c4668ad18a8732a3bccbd2474887ab394cd7 Mon Sep 17 00:00:00 2001 From: Juan Linietsky Date: Wed, 31 Aug 2022 11:12:42 +0200 Subject: 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. --- modules/gdscript/register_types.cpp | 2 ++ 1 file changed, 2 insertions(+) (limited to 'modules/gdscript') diff --git a/modules/gdscript/register_types.cpp b/modules/gdscript/register_types.cpp index 059ca703ab..19a8b59c6f 100644 --- a/modules/gdscript/register_types.cpp +++ b/modules/gdscript/register_types.cpp @@ -88,6 +88,8 @@ public: // TODO: Re-add compiled GDScript on export. return; } + + virtual String _get_name() const override { return "GDScript"; } }; static void _editor_init() { -- cgit v1.2.3