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Improve load/save files situation - #3051
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This is the result of running "upgrade all project files" from the Project menu. Helps #2991
Apply the changes that Godot 4.7 makes when saving these files. So opening and saving them in the editor no longer produces a diff. Helps #2991
The editor rewrites these on save because the stored values are out of date. Helps #2991
Some tool scripts play their sprite animation in the editor, so the current frame and its progress were stored in the scene every time it was saved, producing a random diff. Do as done already in character_sprite_behavior. Helps #2991
It looks like more uniforms were added after the materials were created. So opening and saving in the editor changes the resource files. Helps #2991
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Play this branch at https://play.threadbare.game/branches/endlessm/load-save-files/. (This launches the game from the start, not directly at the change(s) in this pull request.) |
The collectible had editable children only to override its action text and sprite texture. After the collectible was refactored, these overrides point to nodes that no longer exist. Helps #2991
This StoryQuest has a very custom collectible, that generates a scaled-down texture. At least, don't regenerate it when running in the editor. This helps, but doesn't solve entirely the diff when opening and saving the el_hilo_que_no_teji_stealth.tscn file. Helps #2991
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When loading a scene or resource file in the editor and immediately saving them without doing anything, the file on disk shouldn't change! This can be verified by running Project -> Tools -> Upgrade Project Files from within the Godot editor.
This PR fixes most of them currently happening, except for:
addons/dialogue_manager/, which change for a number of reasons. Since this is third-party, I'm ignoring them..tscnfile unpredictable and unstable godotengine/godot#119532scenes: Store the debug color that InteractArea sets
This is the result of running "upgrade all project files" from the Project menu.
scenes: Commit project files changed by hand
Apply the changes that Godot 4.7 makes when saving these files. So opening and
saving them in the editor no longer produces a diff.
scenes: Store values written by tool scripts
grappling_hook_powerup: Restore editable children of Void enemy
This was removed by mistake in #2989. Without it, the editor drops the speeds
override of its PathWalkBehavior on save.
Also store the walking path that the Void spreading enemy assigns to its
PathWalkBehavior from the idle patrol path, in all the scenes where it has
editable children.
Reset animations played in editor before saving
Some tool scripts play their sprite animation in the editor, so the current
frame and its progress were stored in the scene every time it was saved,
producing a random diff.
Do as done already in character_sprite_behavior.
Character randomizer test: Update to the current Threadling scene
storyquests: Fix stale resource paths and properties
The editor rewrites these on save because the stored values are out
of date.
Legends Without Name: Store SpriteFrames as the editor saves them
And also remove leftover SpriteFrames
.tresfile.El hilo que no tejí: Add missing UIDs
El hilo que no tejí: Store new shader parameters in materials
It looks like more uniforms were added after the materials were created. So
opening and saving in the editor changes the resource files.
El hilo que no tejí: Do not generate a texture in the editor
This StoryQuest has a very custom collectible, that generates a scaled-down
texture. At least, don't regenerate it when running in the editor.
This helps, but doesn't solve entirely the diff when opening and saving the
el_hilo_que_no_teji_stealth.tscn file.
Shjourney: Remove stale overrides of the Laberinto collectible
The collectible had editable children only to override its action text and
sprite texture. After the collectible was refactored, these overrides point to
nodes that no longer exist.
Resolve #2991