Localization files are reverted to their UTF-8 versions in staging and then converted to UTF-16 again (lwotc, ~3 seconds, also see #34)
Cooking outputs and IncludeMissingUncooked packages are removed from staging and then copied back (CovertInfiltration, ~25MB)
ModShaderCache is deleted and added back from the BuildCache
Compiled script packages are removed from staging and then copied back in (lwotc, ~13MB)
Other incremental issues are going to have a far bigger impact for now because files aren't egregiously large, but especially when projects with large sets of assets like lwotc start cooking packages, 2. could add up and cause dozens of megabytes to be copied every single run.
This may require a move away from a full robocopy /mir call towards a treatment of individual folders in the project.
The shader precompiler must see the files inside ContentForCook, otherwise we will be missing out on those materials
The shader precompiler doesn't care about the folder layout - as long as the package is somewhere inside the mod's folder in SDK, the shader precompiler will process it
Collection maps are created (duplicated from the template in X2MBC) before each asset cooker invocation
Due to the above, the staged directory is included into the SDK currently (so we don't screw around with the original project). However, #11 should solve this issue
Examples:
Other incremental issues are going to have a far bigger impact for now because files aren't egregiously large, but especially when projects with large sets of assets like lwotc start cooking packages, 2. could add up and cause dozens of megabytes to be copied every single run.
This may require a move away from a full
robocopy /mir
call towards a treatment of individual folders in the project.