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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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@@ -36,6 +36,7 @@
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class GDExtensionExportPlugin : public EditorExportPlugin {
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protected:
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virtual void _export_file(const String &p_path, const String &p_type, const HashSet<String> &p_features);
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virtual String _get_name() const { return "GDExtension"; }
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};
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void GDExtensionExportPlugin::_export_file(const String &p_path, const String &p_type, const HashSet<String> &p_features) {
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