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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
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49
doc/classes/EditorPaths.xml
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49
doc/classes/EditorPaths.xml
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="EditorPaths" inherits="Object" version="4.0">
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<brief_description>
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</brief_description>
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<description>
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="get_cache_dir" qualifiers="const">
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<return type="String">
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</return>
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<description>
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</description>
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</method>
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<method name="get_config_dir" qualifiers="const">
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<return type="String">
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</return>
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<description>
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</description>
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</method>
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<method name="get_data_dir" qualifiers="const">
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<return type="String">
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</return>
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<description>
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</description>
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</method>
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<method name="get_self_contained_file" qualifiers="const">
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<return type="String">
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</return>
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<description>
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</description>
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</method>
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<method name="get_settings_dir" qualifiers="const">
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<return type="String">
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</return>
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<description>
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</description>
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</method>
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<method name="is_self_contained" qualifiers="const">
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<return type="bool">
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</return>
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<description>
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</description>
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</method>
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</methods>
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<constants>
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</constants>
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</class>
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