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[3.x] Add binary MO translation file and brotli decoder and WOFF2 support. #59522
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…support. Use smaller .mo files instead of .po, if gettext is available. Convert editor fonts to .woff2 format.
Thanks! |
Can I use Brotli to decompress data in a PoolByteArray? |
The Brotli compressor isn't exposed – it's only used internally to read WOFF2 fonts, as these use Brotli compression. I'm not sure how much work it would be to add it as a compression mode in Godot's APIs (File, high-level multiplayer, etc). It would make sense to support Brotli compression for transparent decompression of HTTP requests, but we've had numerous issues when trying to implement transparent gzip decompression in the past. cc @bruvzg |
For 4.x, adding it as another mode to the existing |
Thank you very much. My project get Brotli compressed data from HTTP and WebSockets of 3. x and 4. x and stored it in the PoolByteArray. Therefore, I need to decompress the data in the PoolByteArray through Brotli |
I have tried using the c # version of Godot, but there is no brotli related decompression algorithm in the .net framework 472. I added a third-party<PackageReference Include=" BrotliSharpLib "Version=" 0.3.3 "/>via NuGet, which can run normally on Windows, but when I export to the Android version, as long as I run to the decompression method, the program will crash. |
Backport of #59276, #59275, #59483 and #59510
Decreases editor size by about 6.8 MB.