-
-
Notifications
You must be signed in to change notification settings - Fork 21.4k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Support script global resource name in EditorFileSystem #71687
Support script global resource name in EditorFileSystem #71687
Conversation
@@ -1117,6 +1122,57 @@ String ResourceLoaderBinary::recognize(Ref<FileAccess> p_f) { | |||
return get_unicode_string(); | |||
} | |||
|
|||
String ResourceLoaderBinary::recognize_script_class(Ref<FileAccess> p_f) { |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
@KoBeWi Sorry 🙏
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
>:(
94ab46a
to
48feb8e
Compare
I tested the performance and it's fine. (i.e. there is no significant Quick Open slowdown) |
8b48b11
to
ce3ca63
Compare
doc/classes/ProjectSettings.xml
Outdated
<member name="dotnet/project/assembly_name" type="String" setter="" getter="" default=""""> | ||
Name of the .NET assembly. This name is used as the name of the [code].csproj[/code] and [code].sln[/code] files. By default, it's set to the name of the project ([member application/config/name]) allowing to change it in the future without affecting the .NET assembly. | ||
</member> | ||
<member name="dotnet/project/solution_directory" type="String" setter="" getter="" default=""""> | ||
Directory that contains the [code].sln[/code] file. By default, the [code].sln[/code] files is in the root of the project directory, next to the [code]project.godot[/code] and [code].csproj[/code] files. | ||
Changing this value allows setting up a multi-project scenario where there are multiple [code].csproj[/code]. Keep in mind that the Godot project is considered one of the C# projects in the workspace and it's root directory should contain the [code]project.godot[/code] and [code].csproj[/code] next to each other. | ||
</member> |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Make sure your PR doesn't remove these lines (even though doctool does remove them for you).
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
I'm adding a hack to keep those like we used to have with the old Mono: #71728.
But indeed until it's merged / this PR rebased on top, you need to make sure to keep them when committing (and restore them for now).
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Looks good to me, but needs resetting the ProjectSettings.xml
change indeed.
ce3ca63
to
ca5688e
Compare
ca5688e
to
464ec04
Compare
* Works for binary and text files. * Makes EditorQuickOpen work with custom resources again. * Information is cached and easily accessible. Properly fixes godotengine#66179. Supersedes godotengine#66215 and supersedes godotengine#62417 **WARNING**: This required breaking backwards binary compatibility (.res and .scn files). Files saved after this PR is merged will no longer open in any earlier versions of Godot.
464ec04
to
dddd8d4
Compare
Thanks! |
Properly fixes #66179. Supersedes #66215 and supersedes #62417
WARNING: This required breaking backwards binary compatibility (.res and .scn files). Files saved after this PR is merged will no longer open in any earlier versions of Godot.