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Include a .gdignore #522
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An alternative solution is to store the |
Kind of similar to godotengine/godot#28343 (same problem with |
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 🙂 |
.gdignore causes Godot to skip the folder when importing resources, which is needed in particular to avoid importing compiled .obj files from MSVC (which sadly share their extension with Waveform meshes). Closes godotengine#522.
.gdignore causes Godot to skip the folder when importing resources, which is needed in particular to avoid importing compiled .obj files from MSVC (which sadly share their extension with Wavefront OBJ meshes). Closes godotengine#522.
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 ingodot-cpp
.The text was updated successfully, but these errors were encountered: