Singleton for saving Godot-specific resource types.
Singleton for saving Godot-specific resource types to the filesystem.
It uses the many [ResourceFormatSaver] classes registered in the engine (either built-in or from a plugin) to save engine-specific resource data to text-based (e.g. [code].tres[/code] or [code].tscn[/code]) or binary files (e.g. [code].res[/code] or [code].scn[/code]).
Returns the list of extensions available for saving a resource of a given type.
Saves a resource to disk to the given path, using a [ResourceFormatSaver] that recognizes the resource object.
The [code]flags[/code] bitmask can be specified to customize the save behavior.
Returns [constant OK] on success.
Save the resource with a path relative to the scene which uses it.
Bundles external resources.
Change the [member Resource.resource_path] of the saved resource to match its new location.
Do not save editor-specific metadata (identified by their [code]__editor[/code] prefix).
Save as big endian (see [member File.endian_swap]).
Compress the resource on save using [constant File.COMPRESSION_ZSTD]. Only available for binary resource types.
Take over the paths of the saved subresources (see [method Resource.take_over_path]).