Update all resources after modifying a resource class
Godot’s resources are quite powerful. However, modifying a resource class doesn’t automatically update any corresponding
.tres
files, unless you happen to edit a scene that uses that resource in some way. This doesn’t impact runtime behavior — the game still runs as expected. But it can impact version control and result in a messier diff where seemingly unrelated files are modified, which increases the chance of merge conflicts.
A simple way to address this is to update all resources by re-saving them after modifying a resource class and check everything in with the same git commit. Godot doesn’t have that functionality built in, but it’s easy to create a script to do this.
@toolextends EditorScript## Crawls the entire codebase, loads, and re-saves every resource.## Run this script with CTRL/CMD+SHIFT+X.func_run() -> void:forfilenamein_build_file_list("res://","tres",20):varres:Resource=ResourceLoader.load(filename)ResourceSaver.save(res,res.resource_path)staticfunc_build_file_list(path:String,suffix:String,recursion_depth:int) -> Array[String]:vardir=DirAccess.open(path)ifnotdir:push_error("An error occurred when trying to access path: %s" % [path])return []varfiles:Array[String]dir.list_dir_begin()varfile_name=dir.get_next()whilefile_name!="":ifdir.current_is_dir()andrecursion_depth:varsub_dir:String="%s/%s" % [path, file_name]files.append_array(_build_file_list(sub_dir,suffix,recursion_depth - 1))eliffile_name.ends_with(suffix):varfull_path="%s/%s" % [path, file_name]files.append(full_path)file_name=dir.get_next()returnfiles
This release improves weight management. Inventories can now configure an option weight limit, and item stacking and item transfer strategies are weight-aware. The crafting demo and crafting mechanic in the inventory tour have been improved. Auto-crafting is limited to the crafting slide, so that items don’t automatically and unexpectedly get crafted while stepping through the …
Right after I got my Steam Deck, I wanted to know how hard it is to get a Godot game running on it. What’s the developer experience for someone who’s stepping through this for the first time? It was really easy to do, so I’m sharing this here, whether you’re following along or like to …
A little while ago, I created a type of AudioManager to make it easier to work with sound files in bulk: Rather than assigning audio streams by hand, I was doing it programmatically; reading the contents of a directory and using load() to get the resources. It worked great and saved a lot of time …
Update all resources after modifying a resource class
Godot’s resources are quite powerful. However, modifying a resource class doesn’t automatically update any corresponding
.tresfiles, unless you happen to edit a scene that uses that resource in some way. This doesn’t impact runtime behavior — the game still runs as expected. But it can impact version control and result in a messier diff where seemingly unrelated files are modified, which increases the chance of merge conflicts.A simple way to address this is to update all resources by re-saving them after modifying a resource class and check everything in with the same git commit. Godot doesn’t have that functionality built in, but it’s easy to create a script to do this.
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This release improves weight management. Inventories can now configure an option weight limit, and item stacking and item transfer strategies are weight-aware. The crafting demo and crafting mechanic in the inventory tour have been improved. Auto-crafting is limited to the crafting slide, so that items don’t automatically and unexpectedly get crafted while stepping through the …
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Right after I got my Steam Deck, I wanted to know how hard it is to get a Godot game running on it. What’s the developer experience for someone who’s stepping through this for the first time? It was really easy to do, so I’m sharing this here, whether you’re following along or like to …
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A little while ago, I created a type of AudioManager to make it easier to work with sound files in bulk: Rather than assigning audio streams by hand, I was doing it programmatically; reading the contents of a directory and using load() to get the resources. It worked great and saved a lot of time …