Split editor-specific import metadata for textures #75949
Merged
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The issue right now is that we need to store current values of editor settings for comparison, so we can invalidate the imported texture and reimport it. I used the
*.import
file, where we already store some metadata and for which we have the necessary scaffolding to read and write.Unfortunately, this was a bad idea, as the values are of course different for different users and systems, and storing them like I did introduces unnecessary changes to the
*.import
file, which should be system-independent, and which is included into version control.So this PR addresses the issue by splitting these editor-specific metadata properties from the rest and storing them in the
.godot/imported
folder, alongside the texture itself. The file is created and loaded only if you import a texture for editor use. Existing projects will receive an error, urging them to reimport the file. I could've added some fallback logic to read from the old place just in case, but I think it's better to just reimport the texture and be done with it.