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Simplify Subresource Saving #62318
Simplify Subresource Saving #62318
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Is it related to #62287? |
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I just tested it and this indeed fixes the bug and works well.
This implementation is quite smart, I remember while debugging that I also found out that ResourceCache::get_cached_resources(&cached);
will also contain all sub resources but I didn't know how to proceed from there.
Seems like this PR causes changes to unopened scenes. When you have an instanced scene, but it's not opened in the editor, saving the parent scene will still save all instanced scenes.
So I guess it's the opposite 😅 |
@KoBeWi Strangely I don't see why that would be different than what it was before, but in either case I don't think applying this to PackedScenes makes any sense, so I could manually skip them? |
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Redo edited subresource (and resource) saving in a much more simplified way. I think this should work (unless I am missing something) and be faster than what is there. It should also supersede godotengine#55885. I am not 100% entirely convinced that this approach works, but I think it should so please test.
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@KoBeWi Please test again to see if you encounter the same behavior |
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Doesn't cause (obvious) problems anymore and fixes the issue.
Can't say much about the code though, other than it probably makes sense.
Thanks! |
Cherry-picked for 3.6. |
Redo edited subresource (and resource) saving in a much more simplified way. It should be much faster too and help considerably improve save times on large scenes.
I think this should work (unless I am missing something) and be faster than what is there.
Fixes #55885 and supersedes #57077.
I am not 100% entirely convinced that this approach works. Everything points to the fact it should and it seems to work for me, but just in case make sure to test well!