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
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One of the benefits of working with Godot Engine is that GDScript allows one to operate high level. GDScript is dynamically typed, so not even variable types have to be specified, but I would strongly recommend using static typing wherever possible. It can help with performance but primarily adds clarity when trying to follow the …
For some reason, my Godot game would no longer launch on the Steam Deck. I could hear it running as if it were running in the background, but the screen kept showing the Steam Deck’s UI. Since it’s all Linux I figured it should be possible to just drop to the command line and launch …
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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