godotengine / godot

Godot Engine – Multi-platform 2D and 3D game engine
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Rename "sugar" resource extensions to avoid conflicts with established thirdparty extensions #9199

Closed akien-mga closed 7 years ago

akien-mga commented 7 years ago

Prompted by the fact that OBJ's .mtl material extension is the same as Godot's .mtl (and we might want to add support for OBJ's .mtl in the future), we propose to rename those "sugar" resource extensions (they're synonyms for the actual .res binary format) to avoid conflicts.

The idea is to use full names instead of 3-letter short names, so "mtl" becomes "material" and so on.

Proposal (might have missed some extensions, if so comment):

Old New
anm animation
asogg oggstream(?)
atex atlastexture
cbm cubemap
cvtex curvetexture
fnt font
gt meshlib
ltex largetexture
mmsh multimesh
msh mesh
mtl material
pbm pbm (standard)
res res (flagship extension)
room room (no change needed)
sbx stylebox
scn scn (flagship extension)
sgp shadergraph
shd shader
shp shape
smp sample
tex texture
thm theme
wrd world
xl translation
vnen commented 7 years ago

There's also .gd, .vs and .gdn, for GDscript, VisualScript and GDNative. I imagine they can remain the same.

Zylann commented 7 years ago

This reminds me of https://github.com/godotengine/godot/issues/8461

akien-mga commented 7 years ago

This reminds me of #8461

Though is that case you had troubles with two non-Godot resources, so there's not much we can do in this issue. So they're quite separate :)

reduz commented 7 years ago

I suggest the following, which is the same, just a bit shorter for some to not make typing an extension that much work: anm anim asogg oggstr(?) atex atlastex cbm cubemap cvtex curvetex fnt font gt meshlib ltex largetex mmsh multimesh msh mesh mtl material pbm pbm (standard) res res (flagship extension) room room (no change needed) sbx stylebox scn scn (flagship extension) sgp vshader (will rename to VisualSahder to make more sense with VisualScript) //shd I would remove this one, want to use a custom resloader/saver for .shader so it's text shp shape smp sample tex tex (probably best to leave as is) thm theme wrd world xl translation

On Thu, Jun 15, 2017 at 4:48 PM, Marc notifications@github.com wrote:

This reminds me of #8461 https://github.com/godotengine/godot/issues/8461

— You are receiving this because you are subscribed to this thread. Reply to this email directly, view it on GitHub https://github.com/godotengine/godot/issues/9199#issuecomment-308847362, or mute the thread https://github.com/notifications/unsubscribe-auth/AF-Z226aH-I8DLNQ2VFdp4WguW9xB6l8ks5sEYqZgaJpZM4N7oQS .

reduz commented 7 years ago

renaming .fnt to .font is a good idea, makes importing of bmfont from a .fnt possible

On Thu, Jun 15, 2017 at 7:22 PM, Juan Linietsky reduzio@gmail.com wrote:

I suggest the following, which is the same, just a bit shorter for some to not make typing an extension that much work: anm anim asogg oggstr(?) atex atlastex cbm cubemap cvtex curvetex fnt font gt meshlib ltex largetex mmsh multimesh msh mesh mtl material pbm pbm (standard) res res (flagship extension) room room (no change needed) sbx stylebox scn scn (flagship extension) sgp vshader (will rename to VisualSahder to make more sense with VisualScript) //shd I would remove this one, want to use a custom resloader/saver for .shader so it's text shp shape smp sample tex tex (probably best to leave as is) thm theme wrd world xl translation

On Thu, Jun 15, 2017 at 4:48 PM, Marc notifications@github.com wrote:

This reminds me of #8461 https://github.com/godotengine/godot/issues/8461

— You are receiving this because you are subscribed to this thread. Reply to this email directly, view it on GitHub https://github.com/godotengine/godot/issues/9199#issuecomment-308847362, or mute the thread https://github.com/notifications/unsubscribe-auth/AF-Z226aH-I8DLNQ2VFdp4WguW9xB6l8ks5sEYqZgaJpZM4N7oQS .

novemberist commented 7 years ago

Not that it would likely cause any conflicts, but I think .tex is such a common extension for (La)Tex files, that I personally would prefer something else for textures(maybe tx or txr?). but it's probably not a big issue for people who don't use LaTex and/or don't organize or query their files in a specific way.

Zylann commented 7 years ago

As expected, it completely broke my test project, and the dependencies dialog didn't help. Was unable to load .obj files as well. I guess I have to re-setup everything^^"

vnen commented 7 years ago

@Zylann TBH, I did missed some places in the PR but later added a commit fixing it. Maybe if you update your local fork it'll be solved.