Open russmatney opened 4 months ago
It is the same in vscode =(
I guess it is because
.gdignore
only stop importer from importing files, but not native resources like gdscript, see https://github.com/godotengine/godot/issues/20743#issuecomment-410759257
I have an idea of support installing plugins with bare repo
(see git clones --bare) which would not only resolve the errors but also greatly reduce the footprints of .plugged
, since it only pull the git repository itself without a working directory.
But I haven't have the time to test the idea yet...
As a workaround you could also change the path from res://.plugged
to res://addons/.plugged
or res://addons/gd-plug/.cache
or something like that, as long as it is in the addons
directory.
Cool, nice that this feature is coming to godot! In the meantime i've just been deleting res://.plugged
completely after every update :shrug:
This PR would not solve this issue. The sentiment from the GDScript team seems to be, that all code outside addons
is considered as user code and will produce warnings, so to prevent warnings, the code needs to be in the addons
folder (or not checked out in any working directory at all, like suggested before).
The PR only adds a way to enable warnings again for certain addons (which is needed for addon developers).
If you need a quick workaround that isn't deleting the folder: change the path as I suggested before (it's just a const
in plug.gd
).
I just think of an easy way to support this PR in the future.
Change const DEFAULT_PLUG_DIR = "res://.plugged"
into environment variable, so that user can change the default path to any path(even outside project directory) without breaking anything.
I just opened #33 which changes the default location for .plugged
to /addons/gd-plug
which avoids triggering warnings.
Hey there! Thanks for this plugin, it saves a bunch of time while adding and updating external plugins!
Since adding gd-plug, i've noticed that godot lsp happily traverses into the .plugged directory and reports errors from all the cloned addon repos - is there any way to prevent this or some workaround that you're using to avoid seeing all the extra errors for files that aren't used by your game?
Or maybe this is just a problem on my end? I'm using emacs as an external editor and connecting to lsp in the running godot editor instance - maybe it's a problem in my setup.
It feels like godot lsp should ignore files in a folder with
.gdignore
, but for now this seems like a rare issue - not sure if anyone else is experiencing it.Thanks for any help or insight!