Portponky / better-terrain

Terrain plugin for Godot 4
The Unlicense
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Installing via asset library problem #47

Closed mickeyordog closed 9 months ago

mickeyordog commented 11 months ago

I think there might be a slight issue with how you set up the plugin download through the Godot AssetLib tab. As you can see from the screenshot, it tries to add a license and readme to my project's root res directory, instead of in the addons folder. image

Portponky commented 11 months ago

I don't believe I can configure that. The asset library just takes a git repo and commit hash, and it requires that a LICENSE.md is present. There's no way I can see to exclude files. Does anyone know a way of making this behave well?

mempler commented 11 months ago

By any chance, can you upload from a specific branch? If so, you can create a separate branch called asset-library-release and move LICENSE and README into the addons/better-terrain folder.

And everytime you do a release, just merge it into the release branch

univeous commented 11 months ago

I would highly recommend using gd-plug to manage addons. It will handle this for you and can also track the addon version/etc.

salianifo commented 9 months ago

The Godot docs have a recommendation on how to handle this here. It recommends using a .gitattributes file, and including a copy of the license in the "addons/better-terrain" folder.

.gitattributes file example given:

# Normalize line endings for all files that Git considers text files.
* text=auto eol=lf

# Only include the addons folder when downloading from the Asset Library.
/**        export-ignore
/addons    !export-ignore
/addons/** !export-ignore
Portponky commented 9 months ago

Thanks to @salianifo 's advice, this is now fixed on the asset library.