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Godot Organization committed Jan 15, 2025
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<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom"><title>Godot Engine Official</title><link href="https://godotengine.org/atom.xml" rel="self"/><link href="https://godotengine.org/"/><updated>2025-01-15T09:54:15+00:00</updated><id>https://godotengine.org/</id><entry><title>UID changes coming to Godot 4.4</title><link href="https://godotengine.org/article/uid-changes-coming-to-godot-4-4/"/><updated>2025-01-15T14:00:00+00:00</updated><id>https://godotengine.org/article/uid-changes-coming-to-godot-4-4/</id><summary>Godot's resource UID system is changing to better support scripts and shaders. Read on to know what's required on your part to fully benefit from it.</summary><content type="html">&lt;h2 id="why-use-uids-in-godot">Why use UIDs in Godot?&lt;/h2>
<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom"><title>Godot Engine Official</title><link href="https://godotengine.org/atom.xml" rel="self"/><link href="https://godotengine.org/"/><updated>2025-01-15T15:01:26+00:00</updated><id>https://godotengine.org/</id><entry><title>UID changes coming to Godot 4.4</title><link href="https://godotengine.org/article/uid-changes-coming-to-godot-4-4/"/><updated>2025-01-15T14:00:00+00:00</updated><id>https://godotengine.org/article/uid-changes-coming-to-godot-4-4/</id><summary>Godot's resource UID system is changing to better support scripts and shaders. Read on to know what's required on your part to fully benefit from it.</summary><content type="html">&lt;h2 id="why-use-uids-in-godot">Why use UIDs in Godot?&lt;/h2>
&lt;p>Until Godot 4.0, the engine exclusively relied on file paths to refer to scenes, scripts and other resources. While this means references in scenes and scripts use human-readable paths, these paths will break if files are moved to a different location in the project (regardless of whether the move was done using the FileSystem dock or outside Godot). This is especially problematic for large projects where filesystem organization often changes regularly.&lt;/p>
&lt;p>Since Godot 3.x, the editor already updates path references if files are moved within the FileSystem dock. This works more or less, but has drawbacks: the process is slow in large projects (as files need to be scanned and modified), file paths in scripts are left unchanged, and a single file move can result in a large amount of modified files in commits. It’s also not fully reliable, and veteran Godot users probably remember various situations where moving a file seemingly corrupted a scene or resource.&lt;/p>
&lt;p>Additionally, it is common for users to move these files outside Godot (e.g. using the OS file manager, an IDE or the command line). If the editor is not open, it has no way to know the change happened. Even if the editor is open, when working with version control, files may change or be moved and the editor has no way to know where files have gone, resulting in all sorts of errors.&lt;/p>
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