Closed WangleLine closed 1 year ago
This is actually what happens already but it has to happen at the Texture Group level so when a sprite changes the Texture Group is rebuilt (as there may well be a more optimal layout for this group). You should really have multiple Texture Groups for any non-trivial project. All parallelisation happens at the Texture Group level so it is inefficient to just keep a single default texture group.
For 2023.11 as well we have optimised the texture packing algorithm and it is around 2-3x faster than before, this depends on the composition of the images in your texture group though so YMMV.
I can confirm that this is indeed how it works as per Russell's comment - confirmed in IDE v2023.11.0.120 Runtime v2023.11.0.157
Ok, thank you kindly
Is your feature request related to a problem?
I work as a gameplay programmer on a title with many various assets in its gamemaker project. This includes sprites. Whenever I make a small tweak to a sprite in the IDE and launch the game, gamemaker spends around 4-5 minutes recompiling, with a majority of this time allocated to rebuilding texture pages.
This feels like a big waste of time, considering there is no need to rebuild texture pages whose sprites I haven't changed.
Describe the solution you'd like
Don't re-process/re-atlas all texture pages & texture groups - Only do this for ones with changes in them.
Describe alternatives you've considered
External sprite loading, but that has its own set of limitations and difficulties.
Additional context
No response