1. Extracted texture paths in `GLTFDocument::_parse_image_save_image` at the project root started with res:/// which broke cache invalidation
2. md5 hashes were not being written to generator_parameters for new imports, which led Godot to think the file was manually created.
3. `EditorFileSystem::reimport_append` must emit the `resources_reimported` signal in order for the resource cache to be updated.
We might need better UX to handle this in EditorFileDialog, showing the
directories as greyed out with a tooltip, but for now this silences a warning
that users have no control over.
We keep the warning only in the initial project scan.
Limit the maxsplit to `8` to get complete `deps`.
`deps` caches the return value of `ResourceLoader::get_dependencies()`,
which is also separated by "::".
"::" is quite popular as a splitter.
Prevents recursion when importing files due to the ill nature of EditorProgress.
The progress dialog will have to be entirely rewritten after 4.0 is out due to it being a constant source of bugs.
In the meantime, this fixes the problem.
Fixes#53871. Supersedes #73159.
* Add API: `EditorFileSystem::reimport_append(path)`, thread safe, what can be used from importers when they generate new files within the import process.
* Added a `remap.gen_param` custom value to .import files, which can be used by importers to store data needed to generate this file again or not.
This API is added to allow the GLTF2 importer to properly extract png files as textures.
The _script_class_file_to_path contains a map of paths to classes, but
when updating the script classes for new class names, the file name is
used instead. This meant new classes weren't able to be used in exported
variables until the project is reloaded (as the
_script_class_file_to_path is initially set with the full path)
Fixes#70718
* Works for binary and text files.
* Makes EditorQuickOpen work with custom resources again.
* Information is cached and easily accessible.
Properly fixes#66179. Supersedes #66215 and supersedes #62417
**WARNING**: This required breaking backwards binary compatibility (.res and .scn files). Files saved after this PR is merged will no longer open in any earlier versions of Godot.