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Add "dedicated server" export mode which can strip unneeded visual resources
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@@ -120,18 +120,22 @@ protected:
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GDVIRTUAL0(_end_customize_scenes)
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GDVIRTUAL0(_end_customize_resources)
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GDVIRTUAL2RC(PackedStringArray, _get_export_features, const Ref<EditorExportPlatform> &, bool);
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GDVIRTUAL0RC(String, _get_name)
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bool _begin_customize_resources(const Ref<EditorExportPlatform> &p_platform, const Vector<String> &p_features) const; // Return true if this plugin does property export customization
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Ref<Resource> _customize_resource(const Ref<Resource> &p_resource, const String &p_path); // If nothing is returned, it means do not touch (nothing changed). If something is returned (either the same or a different resource) it means changes are made.
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virtual bool _begin_customize_resources(const Ref<EditorExportPlatform> &p_platform, const Vector<String> &p_features); // Return true if this plugin does property export customization
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virtual Ref<Resource> _customize_resource(const Ref<Resource> &p_resource, const String &p_path); // If nothing is returned, it means do not touch (nothing changed). If something is returned (either the same or a different resource) it means changes are made.
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bool _begin_customize_scenes(const Ref<EditorExportPlatform> &p_platform, const Vector<String> &p_features) const; // Return true if this plugin does property export customization
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Node *_customize_scene(Node *p_root, const String &p_path); // Return true if a change was made
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virtual bool _begin_customize_scenes(const Ref<EditorExportPlatform> &p_platform, const Vector<String> &p_features); // Return true if this plugin does property export customization
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virtual Node *_customize_scene(Node *p_root, const String &p_path); // Return true if a change was made
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uint64_t _get_customization_configuration_hash() const; // Hash used for caching customized resources and scenes.
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virtual uint64_t _get_customization_configuration_hash() const; // Hash used for caching customized resources and scenes.
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void _end_customize_scenes();
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void _end_customize_resources();
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virtual void _end_customize_scenes();
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virtual void _end_customize_resources();
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virtual PackedStringArray _get_export_features(const Ref<EditorExportPlatform> &p_export_platform, bool p_debug) const;
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virtual String _get_name() const;
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