initial commit, 4.5 stable
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39
doc/classes/ResourceImporter.xml
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39
doc/classes/ResourceImporter.xml
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="ResourceImporter" inherits="RefCounted" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Base class for resource importers.
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</brief_description>
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<description>
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This is the base class for Godot's resource importers. To implement your own resource importers using editor plugins, see [EditorImportPlugin].
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</description>
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<tutorials>
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<link title="Import plugins">$DOCS_URL/tutorials/plugins/editor/import_plugins.html</link>
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</tutorials>
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<methods>
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<method name="_get_build_dependencies" qualifiers="virtual const">
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<return type="PackedStringArray" />
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<param index="0" name="path" type="String" />
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<description>
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Called when the engine compilation profile editor wants to check what build options an imported resource needs. For example, [ResourceImporterDynamicFont] has a property called [member ResourceImporterDynamicFont.multichannel_signed_distance_field], that depends on the engine to be build with the "msdfgen" module. If that resource happened to be a custom one, it would be handled like this:
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[codeblock]
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func _get_build_dependencies(path):
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var resource = load(path)
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var dependencies = PackedStringArray()
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if resource.multichannel_signed_distance_field:
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dependencies.push_back("module_msdfgen_enabled")
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return dependencies
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[/codeblock]
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</description>
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</method>
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</methods>
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<constants>
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<constant name="IMPORT_ORDER_DEFAULT" value="0" enum="ImportOrder">
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The default import order.
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</constant>
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<constant name="IMPORT_ORDER_SCENE" value="100" enum="ImportOrder">
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The import order for scenes, which ensures scenes are imported [i]after[/i] all other core resources such as textures. Custom importers should generally have an import order lower than [code]100[/code] to avoid issues when importing scenes that rely on custom resources.
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</constant>
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</constants>
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</class>
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