Closed akien-mga closed 7 years ago
There's also .gd
, .vs
and .gdn
, for GDscript, VisualScript and GDNative. I imagine they can remain the same.
This reminds me of https://github.com/godotengine/godot/issues/8461
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 :)
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 .
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 .
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.
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^^"
@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.
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):