Exposed RenderingDevice to script API
Also added an easier way to load native GLSL shaders. Extras: Had to fix no-cache for subresources in resource loader, it was not properly working, making shaders not properly reload. Note: The precommit hooks are broken because they don't seem to support enums from one class being used in another. Feel free to fix this after merging this PR.
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@@ -806,18 +806,6 @@
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<member name="memory/limits/multithreaded_server/rid_pool_prealloc" type="int" setter="" getter="" default="60">
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This is used by servers when used in multi-threading mode (servers and visual). RIDs are preallocated to avoid stalling the server requesting them on threads. If servers get stalled too often when loading resources in a thread, increase this number.
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</member>
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<member name="mono/debugger_agent/port" type="int" setter="" getter="" default="23685">
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</member>
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<member name="mono/debugger_agent/wait_for_debugger" type="bool" setter="" getter="" default="false">
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</member>
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<member name="mono/debugger_agent/wait_timeout" type="int" setter="" getter="" default="3000">
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</member>
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<member name="mono/profiler/args" type="String" setter="" getter="" default=""log:calls,alloc,sample,output=output.mlpd"">
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</member>
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<member name="mono/profiler/enabled" type="bool" setter="" getter="" default="false">
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</member>
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<member name="mono/unhandled_exception_policy" type="int" setter="" getter="" default="0">
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</member>
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<member name="network/limits/debugger/max_chars_per_second" type="int" setter="" getter="" default="32768">
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Maximum amount of characters allowed to send as output from the debugger. Over this value, content is dropped. This helps not to stall the debugger connection.
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</member>
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