This reduces the size of the editor binaries significantly, as we otherwise
embed all WIP translations, including ones with very low completion ratios,
and end up paying for the size of all `msgid`s for each locale.
Cf. https://github.com/godotengine/godot-proposals/issues/3421 for details.
The thresholds used are:
- 30% for the editor interface (should already include most common strings
while more obscure ones like UndoRedo action names might be untranslated).
- 10% for the class reference: this is a HUGE resource and 10% is already
a lot of useful content, especially if focused on the most used APIs.
This currently reduces the size of the editor binary by 17% on Linux.
The list will be synced manually every now and then.
(cherry picked from commit 8425c58991)
* New track type BLEND_SHAPE
* Blend shapes are imported via this new track type
* Processing is more optimized (no longer relies on variants)
* Modified the Blend Shape API in MeshInstance3D to use indices rather than StringNames (more optimizes)
* Promo: Fixed a small bug in gizmo updating in Node3D that affected performance
Dedicated BlendShape tracks are required for both optimization and eventually implementing them in animation compression.
Whenever we change the name (or remove) generated cpp files with the `.gen.cpp`
extension, users run into build issues when switching between branches (i.e.
switching before and after the name change/removal). This is because we glob
`*.cpp` so if a now-obsolete file from a previous build is present, we'll
include it too, potentially leading to bugs or compilation failure (due to
missing headers or invalid code).
So globbing patterns in `add_source_files` will now skip files ending with
`.gen.cpp`, which should instead be passed explicitly where they're used.
* New plugin system to control the whole import workflow
* Can add options and run code at every import step (general, per node, mesh, animation, material etc.)
This constitutes a first version of these plugins. The ability to interact with the import preview dialog will likely be added later on.