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[3.x] Make binary resource loader utilize loaded external resources #81026

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merged 1 commit into from
Aug 28, 2023

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Razoric480
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@Razoric480 Razoric480 commented Aug 26, 2023

The Binary Resource Loader would load external resources, like TSCN files, twice, and basically discard the first one. It always had a resource_cache property that got populated, but never actually utilized.

When the no-cache flag wasn't being passed along, that issue wasn't noticeable besides longer loading times. Once it started being taken into account, it became noticeable (though it went under the radar until now.)

Fixes #80783

@Razoric480 Razoric480 requested a review from a team as a code owner August 26, 2023 21:55
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@Summersay415 Summersay415 left a comment

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Can confirm what this PR fixes my bug!

@EzraT
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EzraT commented Aug 27, 2023

Thanks!

@Chaosus Chaosus added this to the 3.x milestone Aug 27, 2023
@akien-mga akien-mga modified the milestones: 3.x, 3.6 Aug 27, 2023
@KoBeWi
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KoBeWi commented Aug 28, 2023

When the no-cache flag wasn't being passed along, that issue wasn't noticeable besides longer loading times. Once it started being taken into account, it became noticeable (though it went under the radar until now.)

Doesn't that mean the code you added should be executed only if no_subresource_cache is false?

@Razoric480
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Doesn't that mean the code you added should be executed only if no_subresource_cache is false?

No. This variable is meant to hold external resources in a local cache between poll() calls.

@akien-mga akien-mga merged commit 47e6467 into godotengine:3.x Aug 28, 2023
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Thanks!

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6 participants