godot/main
reduz 32b43cfeb3 Implement Resource UIDs
* Most resource types now have unique identifiers.
* Applies to text, binary and imported resources.
* File formats reference both by text and UID (when available). UID always has priority.
* Resource UIDs are 64 bits for better compatibility with the engine.
* Can be represented and used textually, example `uuid://dapwmgsmnl28u`.
* A special binary cache file is used and exported, containing the mappings.

Example of how it looks:

```GDScript
[gd_scene load_steps=2 format=3 uid="uid://dw86wq31afig2"]

[ext_resource type="PackedScene" uid="uid://bt36ojelx8q6c" path="res://subscene.scn" id="1_t56hs"]
```

GDScript, shaders and other special resource files can't currently provide UIDs, but this should be doable with special keywords on the files.
This will be reserved for future PRs.
2021-07-24 09:16:52 -03:00
..
app_icon.png
main_builders.py Tweak the editor splash screen color to better match the default theme 2021-03-17 22:57:35 +01:00
main_timer_sync.cpp
main_timer_sync.h
main.cpp Implement Resource UIDs 2021-07-24 09:16:52 -03:00
main.h Main: Fixup bogus fallback to project manager with more bolognese 2021-06-16 19:11:08 +02:00
performance.cpp Fix Render Info 2021-07-03 10:15:04 -03:00
performance.h Fix Render Info 2021-07-03 10:15:04 -03:00
SCsub
splash_editor.png
splash.png