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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.
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@@ -4107,6 +4107,7 @@ void EditorNode::register_editor_types() {
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GDREGISTER_CLASS(EditorSyntaxHighlighter);
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GDREGISTER_ABSTRACT_CLASS(EditorInterface);
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GDREGISTER_CLASS(EditorExportPlugin);
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GDREGISTER_ABSTRACT_CLASS(EditorExportPlatform);
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GDREGISTER_CLASS(EditorResourceConversionPlugin);
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GDREGISTER_CLASS(EditorSceneFormatImporter);
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GDREGISTER_CLASS(EditorScenePostImportPlugin);
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@@ -7418,11 +7419,6 @@ EditorNode::EditorNode() {
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editor_plugins_force_over = memnew(EditorPluginList);
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editor_plugins_force_input_forwarding = memnew(EditorPluginList);
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Ref<EditorExportTextSceneToBinaryPlugin> export_text_to_binary_plugin;
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export_text_to_binary_plugin.instantiate();
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EditorExport::get_singleton()->add_export_plugin(export_text_to_binary_plugin);
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Ref<GDExtensionExportPlugin> gdextension_export_plugin;
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gdextension_export_plugin.instantiate();
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