Add default font bundling (optional) and setup UI Style to match editor logic
#641
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@@ -3,7 +3,6 @@
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#pragma once
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#include "Engine/Core/Config/Settings.h"
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#include "Engine/Serialization/Serialization.h"
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#include "Engine/Content/Asset.h"
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#include "Engine/Content/AssetReference.h"
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#include "Engine/Content/SceneReference.h"
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@@ -14,6 +13,7 @@
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API_CLASS(sealed, Namespace="FlaxEditor.Content.Settings") class FLAXENGINE_API BuildSettings : public SettingsBase
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{
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DECLARE_SCRIPTING_TYPE_MINIMAL(BuildSettings);
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API_AUTO_SERIALIZATION();
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public:
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/// <summary>
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@@ -76,6 +76,12 @@ public:
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API_FIELD(Attributes="EditorOrder(2010), EditorDisplay(\"Content\")")
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bool ShadersGenerateDebugData = false;
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/// <summary>
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/// If checked, skips bundling default engine fonts for UI. Use if to reduce build size if you don't use default engine fonts but custom ones only.
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/// </summary>
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API_FIELD(Attributes="EditorOrder(2100), EditorDisplay(\"Content\")")
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bool SkipDefaultFonts = false;
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/// <summary>
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/// If checked, .NET Runtime won't be packaged with a game and will be required by user to be installed on system upon running game build. Available only on supported platforms such as Windows, Linux and macOS.
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/// </summary>
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@@ -93,20 +99,4 @@ public:
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/// Gets the instance of the settings asset (default value if missing). Object returned by this method is always loaded with valid data to use.
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/// </summary>
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static BuildSettings* Get();
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// [SettingsBase]
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void Deserialize(DeserializeStream& stream, ISerializeModifier* modifier) final override
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{
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DESERIALIZE(MaxAssetsPerPackage);
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DESERIALIZE(MaxPackageSizeMB);
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DESERIALIZE(ContentKey);
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DESERIALIZE(ForDistribution);
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DESERIALIZE(SkipPackaging);
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DESERIALIZE(AdditionalAssets);
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DESERIALIZE(AdditionalAssetFolders);
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DESERIALIZE(ShadersNoOptimize);
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DESERIALIZE(ShadersGenerateDebugData);
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DESERIALIZE(SkipDotnetPackaging);
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DESERIALIZE(SkipUnusedDotnetLibsPackaging);
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}
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};
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