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Refactor high quality texture import
* Only two texture import modes for low/high quality now: * S3TC/BPTC * ETC2/ASTC * Makes sense given this is the general preferred and most compatible combination in most platforms. * Removed lossy_quality from VRAM texture compression options. It was unused everywhere. * Added a new "high_quality" option to texture import. When enabled, it uses BPTC/ASTC (BC7/ASTC4x4) instead of S3TC/ETC2 (DXT1-5/ETC2,ETCA). * Changed MacOS export settings so required texture formats depend on the architecture selected. This solves the following problems: * Makes it simpler to import textures as high quality, without having to worry about the specific format used. * As the editor can now run on platforms such as web, Mac OS with Apple Silicion and Android, it should no longer be assumed that S3TC/BPTC is available by default for it.
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@ -1711,6 +1711,7 @@ Vector<EditorExportPlatformAndroid::ABI> EditorExportPlatformAndroid::get_enable
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void EditorExportPlatformAndroid::get_preset_features(const Ref<EditorExportPreset> &p_preset, List<String> *r_features) const {
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r_features->push_back("etc2");
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r_features->push_back("astc");
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Vector<ABI> abis = get_enabled_abis(p_preset);
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for (int i = 0; i < abis.size(); ++i) {
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