godot-module-template/modules/raycast
Rémi Verschelde f5a290ac46
Move RenderingServer enums to a dedicated RenderingServerEnums (RSE) namespace
A number of headers in the codebase included `rendering_server.h` just for
some enum definitions. This means that any change to `rendering_server.h` or
one of its dependencies would trigger a massive incremental rebuild.

With this change, we decouple a number of classes from `rendering_server.h`,
greatly speeding up incremental rebuilds for that area.

On my machine, this reduces incremental compilation time after an edit of
`rendering_server.h` by 60s (from 2m57s).
2026-02-25 19:43:03 +01:00
..
config.py [Windows/ARM64] Fix raycast/embree ARM64 build with LLVM/MinGW. 2024-06-20 15:52:04 +03:00
godot_update_embree.py embree: Update to 4.4.0 2025-04-24 17:51:03 +02:00
lightmap_raycaster_embree.cpp embree: Update to 4.3.1 2024-03-27 22:10:35 +01:00
lightmap_raycaster_embree.h Style: Replace header guards with #pragma once 2025-03-07 17:33:47 -06:00
raycast_occlusion_cull.cpp Move RenderingServer enums to a dedicated RenderingServerEnums (RSE) namespace 2026-02-25 19:43:03 +01:00
raycast_occlusion_cull.h Move RenderingServer enums to a dedicated RenderingServerEnums (RSE) namespace 2026-02-25 19:43:03 +01:00
register_types.cpp One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
register_types.h Style: Replace header guards with #pragma once 2025-03-07 17:33:47 -06:00
SCsub Revert "SCons: Add CPPEXTPATH for external includes" 2025-10-06 13:09:22 -05:00
static_raycaster_embree.cpp embree: Update to 4.3.1 2024-03-27 22:10:35 +01:00
static_raycaster_embree.h Style: Replace header guards with #pragma once 2025-03-07 17:33:47 -06:00