blackears / cyclopsLevelBuilder

A Godot plugin to let you block in levels inside the Godot editor.
MIT License
1.09k stars 44 forks source link

Provide a clean release (not a full project) #79

Open renolc opened 1 year ago

renolc commented 1 year ago

I was having many issues getting this add-on to load in 4.1.stable. It had many errors when importing the add-on directory, and wouldn't let me enable it in the projects settings (kept saying there was an error trying to load the scripts). Multiple re-copies and reloads didn't work.

What finally worked was when I went through the official release zip and deleted all *.import files. Then everything loaded and started working perfectly.

It seems like there might be some compatibility error in Godot with certain import files. Instead of providing a zip of a full project, maybe provide a clean version of the add-on for the users to import themselves? At least, that seemed to work for me.

blackears commented 1 year ago

Where are you seeing the *.import files? I just downloaded the source zip of the 1.0.1 release (https://github.com/blackears/cyclopsLevelBuilder/releases/tag/v1.0.1) and am not finding any .import files or the .import directory. Are you sure you aren't using a branch you checked out and compiled accidentally?

renolc commented 1 year ago

@blackears, I just downloaded the 1.0.1 release again and yeah, I see them. Also aseprite files, which are probably not needed by most people.

Screenshot 2023-08-07 at 10 59 30 AM

Screenshot 2023-08-07 at 11 02 02 AM

This is directly from the zip release file, I haven't cloned this repo at all. Also worth mentioning this was something I never opened in Godot myself, so these imports are not generated locally. This is right after I unzipped, then looked at the files in finder.

blackears commented 1 year ago

I see now. I think I'll put together a python script to generate a clean archive.

ashelleyPurdue commented 6 months ago

The .import files are actually supposed to be included. They're what tell Godot how each asset is supposed to be imported. They also contain the metadata that maps UIDs to filenames. Without them, you'll get the UID warnings at runtime issue.