Closed mickeyordog closed 9 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?
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
I would highly recommend using gd-plug to manage addons. It will handle this for you and can also track the addon version/etc.
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
Thanks to @salianifo 's advice, this is now fixed on the asset library.
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.