godot/drivers/windows
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
..
SCsub SCons: Format buildsystem files with psf/black 2020-03-30 09:05:53 +02:00
dir_access_windows.cpp Rename `String.is_abs_path()` to `String.is_absolute_path()` 2021-06-03 16:00:06 +02:00
dir_access_windows.h Core: Move DirAccess and FileAccess to `core/io` 2021-06-11 14:52:39 +02:00
file_access_windows.cpp Implement Resource UIDs 2021-07-24 09:16:52 -03:00
file_access_windows.h Core: Move DirAccess and FileAccess to `core/io` 2021-06-11 14:52:39 +02:00