Open RetroSpecter opened 10 months ago
So I did more investigation, and it looks like it is being caused by the .gitignore included in the fmod folder ignoring certain filetypes in the libs folder.
If I readd them, the plugin seems to work again (though of course they don't show up in VC because of the .gitignore).
Curious as to if there was a particular reason they were ignored. Is it leftover from when you couldn't redistribute the fmod libraries?
Hello !
Libraries files are not committed in repo to avoid making repo disk size grow up at each fmod update.
If you want to commit them in your repo, you can simply remove libs folder from gitignore.
Maybe we should remove gitignore file when building add-on in CI.
Hi, just run into a similar issue here.
The structure of the .gitignore file suggests that the intended behaviour is to ignore those file types outside of the libs directory (using the !
negation). The negation doesn't work as a coverall for a top-level directory, so the actual files you need aren't saved to version control.
I've fixed this in my project by being a bit more specific with the negation:
*.dll
*.a
*.dylib
*.so
!libs/android/arm64
!libs/iOS/
!libs/linux/
!libs/macos/
!libs/windows/
Hope this helps :)
I tried same above but didn't succeed.
It seems to fix itself if I reimport the addon, however that isn't a very viable solution.
I just told my contributor of my repo to delete fmod
folder from addons
and redownload extension's release with unpacking it at addons
once again. It's not such a problem if I have 2-3 programmers in total but yeah.
I think the issue is mire likely to be a bug related to Godot itself more than the FMOD plugin itself. Hopefully, this PR will fix that in the next Godot release: https://github.com/godotengine/godot/pull/98041
When initially setting up the fmod addon, things seem to work smoothly. However, if I hop to a separate branch and come back to it, or hop to the branch from a separate screen, I end up with the following popup, and am unable to re-enable the addon from the plugins menu:
It seems to fix itself if I reimport the addon, however that isn't a very viable solution.
Currently on Godot 4.2.0 mono (granted a custom build for Spine2D, but I don't think that would cause the issue).