godotengine / godot-cpp

C++ bindings for the Godot script API
MIT License
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Include a .gdignore #522

Closed Zylann closed 1 year ago

Zylann commented 3 years ago

When godot-cpp is added as a submodule in a Godot project, Godot will wrongly try to import .obj compilation files and lock for a very long time because of it.

The solution is usually to add a .gdignore to prevent Godot from importing anything in there, but it's not possible for such integration to add that file because the submodule then becomes altered. It is also inconvenient to put the .gdignore in the parent folder because it will also ignore things there that might need to be considered by Godot. In my project this makes my .gdns and .gdnlib unreachable in the editor.

So I think it would help to have a .gdignore already present in godot-cpp.

aaronfranke commented 3 years ago

An alternative solution is to store the godot-cpp submodule/folder outside of the Godot project, like in the current master of the GDNative demo projects. But yes, adding a .gdignore is a good idea.

Xrayez commented 3 years ago

Kind of similar to godotengine/godot#28343 (same problem with obj files)...

furrykef commented 1 year ago

I don't mean to be rude, but why is it taking nearly two years to add a single blank file to the repo?

Calinou commented 1 year ago

I don't mean to be rude, but why is it taking nearly two years to add a single blank file to the repo?

Feel free to open a pull request for this 🙂