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* Move editor paths into the EditorPaths classAaron Franke2022-07-291-0/+10
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* Editor: Cleanup some includes dependenciesRémi Verschelde2022-02-151-0/+1
| | | | | | | | | | | Removes some unnecessary includes from `editor_node.h`, and instead add those where they're used. Removes unnecessary `editor_node.h` includes in various editor classes. Renames `dynamicfont` to `dynamic_font` in a couple files. Misc cleanup while jumping through that rabbit hole.
* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Provide a getter for the project data directory.ne0fhyk2021-09-151-1/+1
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* Refactor editor paths validation in EditorPaths and EditorSettingsRémi Verschelde2021-06-141-12/+16
| | | | | | | | | | - EditorSettings: Ensure that `create()` makes a valid singleton. Fixes #49179, fixes #49450. - EditorPaths: Cleanup code, properly set `paths_valid`. - EditorPaths: Move more paths validation (check, mkdir) from EditorSettings for a better separation of concerns. - EditorPaths: Move EditorFileSystem creation of `.godot/imported` next to other paths.
* Replace get_settings_dir with get_config_dir when fetching configuration pathsYuri Sizov2021-06-031-2/+0
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* Implement shader cachingreduz2021-05-311-0/+72
* 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