gltf: fix three bugs which prevented extracted textures from being refreshed.
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.
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2 changed files with 10 additions and 2 deletions
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@ -3218,7 +3218,7 @@ void GLTFDocument::_parse_image_save_image(Ref<GLTFState> p_state, const Vector<
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bool must_import = true;
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Vector<uint8_t> img_data = p_image->get_data();
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Dictionary generator_parameters;
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String file_path = p_state->get_base_path() + "/" + p_state->filename.get_basename() + "_" + p_image->get_name();
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String file_path = p_state->get_base_path().path_join(p_state->filename.get_basename() + "_" + p_image->get_name());
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file_path += p_file_extension.is_empty() ? ".png" : p_file_extension;
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if (FileAccess::exists(file_path + ".import")) {
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Ref<ConfigFile> config;
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@ -3230,6 +3230,8 @@ void GLTFDocument::_parse_image_save_image(Ref<GLTFState> p_state, const Vector<
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if (!generator_parameters.has("md5")) {
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must_import = false; // Didn't come from a gltf document; don't overwrite.
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}
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}
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if (must_import) {
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String existing_md5 = generator_parameters["md5"];
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unsigned char md5_hash[16];
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CryptoCore::md5(img_data.ptr(), img_data.size(), md5_hash);
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