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Disable shader baker when exporting as dedicated server
Dedicated server exports don't perform any rendering, so there's no point in including baked shaders. Doing so saves a few MBs in PCK size if the shader baker was enabled in the export options.
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@@ -52,7 +52,8 @@ void EditorExportPlatformAppleEmbedded::get_preset_features(const Ref<EditorExpo
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r_features->push_back("etc2");
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r_features->push_back("astc");
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if (p_preset->get("shader_baker/enabled")) {
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if (!p_preset->is_dedicated_server() && p_preset->get("shader_baker/enabled")) {
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// Don't use the shader baker if exporting as a dedicated server, as no rendering is performed.
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r_features->push_back("shader_baker");
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}
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@@ -42,7 +42,8 @@ void EditorExportPlatformPC::get_preset_features(const Ref<EditorExportPreset> &
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r_features->push_back("etc2");
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r_features->push_back("astc");
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}
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if (p_preset->get("shader_baker/enabled")) {
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if (!p_preset->is_dedicated_server() && p_preset->get("shader_baker/enabled")) {
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// Don't use the shader baker if exporting as a dedicated server, as no rendering is performed.
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r_features->push_back("shader_baker");
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}
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// PC platforms only have one architecture per export, since
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