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
I had a setup with nested CanvasLayer nodes. Toggling the visibility of the root CanvasLayer doesn’t hide any nested CanvasLayer nodes. My solution was to listen to the visibility_changed signal, find any CanvasLayer child nodes, and apply the same visibility to them.
Per feedback, we’ve exposed more inventory user interface component signals to make it easier to react to slot/item interactions with custom logic. New features: In addition, these bug fixes are included:
The latest version of the inventory system is available and includes refinements for the interaction demo and the main tour. New features: We’ve also got a handful of bug fixes:
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.
Related Posts
Toggling Visibility of Nested CanvasLayers
I had a setup with nested CanvasLayer nodes. Toggling the visibility of the root CanvasLayer doesn’t hide any nested CanvasLayer nodes. My solution was to listen to the visibility_changed signal, find any CanvasLayer child nodes, and apply the same visibility to them.
Inventory System v1.12 available
Crafting is here! The latest inventory system version is now available with the following features: The bug fixes:
Inventory System v1.6 available
Per feedback, we’ve exposed more inventory user interface component signals to make it easier to react to slot/item interactions with custom logic. New features: In addition, these bug fixes are included:
Inventory System v1.5 available
The latest version of the inventory system is available and includes refinements for the interaction demo and the main tour. New features: We’ve also got a handful of bug fixes: