Optimize Player UI updates with threshold-based rendering and add performance profiler autoload: implement UI_UPDATE_THRESHOLD constant to reduce unnecessary label updates, add conditional DEBUG compilation for debug prints, wrap debug output in preprocessor directives, add PerformanceProfiler autoload, switch to JoltPhysics3D engine, enable VSync, configure rendering quality settings (TAA, SSAA, anisotropic filtering, shadow atlas), and update main scene path
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://bdtcrwqrupbym"
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path.s3tc="res://.godot/imported/gd_construct_materialsgm_constructoverlay_4.png-61e4cf4cbf154e3128a8e67f37d2b674.s3tc.ctex"
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metadata={
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"imported_formats": ["s3tc_bptc"],
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"vram_texture": true
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}
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generator_parameters={
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"md5": "4ce63cfaa237307f516be73f78d55398"
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}
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[deps]
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source_file="res://Assets/gd_construct/gd_construct_materialsgm_constructoverlay_4.png"
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dest_files=["res://.godot/imported/gd_construct_materialsgm_constructoverlay_4.png-61e4cf4cbf154e3128a8e67f37d2b674.s3tc.ctex"]
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[params]
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compress/mode=2
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=true
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=0
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