Add ability to reference subresources and inspect them in filesystem
### Describe the project you are working on Godot ### Describe the problem or limitation you are having in your project Godot users, in one way or another, want to reference subresources from scenes. The most common example of this is being able to reference meshes or materials from imported scenes (GLTF or FBX) directly, like they do in other engines such as Unity. But there are also other cases, such as slicing a texture manually and accessing its sub-atlas textures. ### Describe the feature / enhancement and how it helps to overcome the problem or limitation While this is possible to some degree, it is not to others. Not every resource type makes the built-in subresources easily accessible, as example: * Binary resources (including imported scenes such as FBX or gltf) have easily accessible subresources. * Text resources (such as tscn, scripts, etc) are very inefficient for subresource access because the whole file needs to be parsed until the subresource is found. So, ultimately, this feature would work in _some_ file formats but not others. Or, alternatively, it will work in all file formats but with a warning when you open an inefficient one (like .tscn) that accessing these subresources is very inefficient, hence discouraged (which one should it be?). ### Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams There is an implementation for this feature [here](https://github.com/godotengine/godot/pull/84168), so as you can see It
Posted by reduz on Dec 30, 2023, 1:52 PM
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Raise real-world problems, find people facing the same issue, and discuss solutions.2,000 issues0 comments
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[Meta] Feedback on granular control over Copilot changes
unexpected status 401 Unauthorized issue
[MODEL] Measurable quality regression in Claude generation 5 (Fable 5 / Opus 5 / Sonnet 5): worse nonsense detection, ~2x verbosity, under-disclosed model fallb
[CRITICAL] Subagent spawning and subagent pattern bugs trigger infinite recursion, infinite token usage, grossly inefficient token usage, and lost accumulated s
Video stops playing after some minutes
[MODEL] Claude verbose code comments by default — ignores instructions to stop.
Scope Codex VS Code chats to the current workspace/project
Update on "Co-authored-by: Copilot" in commit messages
Add ability to reference subresources and inspect them in filesystem
### Describe the project you are working on Godot ### Describe the problem or limitation you are having in your project Godot users, in one way or another, want to reference subresources from scenes. The most common example of this is being able to reference meshes or materials from imported scenes (GLTF or FBX) directly, like they do in other engines such as Unity. But there are also other cases, such as slicing a texture manually and accessing its sub-atlas textures. ### Describe the feature / enhancement and how it helps to overcome the problem or limitation While this is possible to some degree, it is not to others. Not every resource type makes the built-in subresources easily accessible, as example: * Binary resources (including imported scenes such as FBX or gltf) have easily accessible subresources. * Text resources (such as tscn, scripts, etc) are very inefficient for subresource access because the whole file needs to be parsed until the subresource is found. So, ultimately, this feature would work in _some_ file formats but not others. Or, alternatively, it will work in all file formats but with a warning when you open an inefficient one (like .tscn) that accessing these subresources is very inefficient, hence discouraged (which one should it be?). ### Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams There is an implementation for this feature [here](https://github.com/godotengine/godot/pull/84168), so as you can see It
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