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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.
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@ -111,7 +111,7 @@ Error FileAccessUnix::_open(const String &p_path, int p_mode_flags) {
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}
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}
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if (is_backup_save_enabled() && (p_mode_flags & WRITE) && !(p_mode_flags & READ)) {
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if (is_backup_save_enabled() && (p_mode_flags == WRITE)) {
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save_path = path;
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path = path + ".tmp";
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}
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