-
-
Notifications
You must be signed in to change notification settings - Fork 21.1k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
EditorExportPlugin._export_file is not called for many file types #67844
Comments
Similar issue—I wrote an addon to exclude specific mod content directories when building a game, and noticed files created during gdscript compilation are not passed into Build is DetailsGiven these files in the folder:
And this directory in the exclusion list:
The
As well as the output pck: |
Still reproducible in 3.6.beta2 and 4.1.beta2. In 3.5.stable ~ 3.6.beta2, In 4.1.beta2, |
Still valid in 4.3 dev3. |
To those subscribed to this issue who are interested in testing an alternate fix to the one that was merged one month ago, I’ve put together a PR that calls |
- Alternate fix to godotengine#67844 that calls `_export_file` for all resource types instead of implementing `skip()` for customize functions. - Fixes godotengine#93823. - Moved logic surrounding "Skip" and "Keep" imported files to happen before resource customization. Fixes godotengine#93825. - Also fixes an issue that I suspect might exist where progress bars during export were incorrect due to imported files in the project that are configured as "Keep" or "Skip".
- Alternate fix to godotengine#67844 that calls `_export_file` for all resource types instead of implementing `skip()` for customize functions. - Fixes godotengine#93823. - Moved logic surrounding "Skip" and "Keep" imported files to happen before resource customization. Fixes godotengine#93825. - Also fixes an issue that I suspect might exist where progress bars during export were incorrect due to imported files in the project that are configured as "Keep" or "Skip".
- Alternate fix to godotengine#67844 that calls `_export_file` for all resource types instead of implementing `skip()` for customize functions. - Fixes godotengine#93823. - Moved logic surrounding "Skip" and "Keep" imported files to happen before resource customization. Fixes godotengine#93825. - Also fixes an issue that I suspect might exist where progress bars during export were incorrect due to imported files in the project that are configured as "Keep" or "Skip".
- Alternate fix to godotengine#67844 that calls `_export_file` for all resource types instead of implementing `skip()` for customize functions. - Fixes godotengine#93823. - Moved logic surrounding "Skip" and "Keep" imported files to happen before resource customization. Fixes godotengine#93825. - Also fixes an issue that I suspect might exist where progress bars during export were incorrect due to imported files in the project that are configured as "Keep" or "Skip".
- Alternate fix to godotengine#67844 that calls `_export_file` for all resource types instead of implementing `skip()` for customize functions. - Fixes godotengine#93823. - Moved logic surrounding "Skip" and "Keep" imported files to happen before resource customization. Fixes godotengine#93825. - Also fixes an issue that I suspect might exist where progress bars during export were incorrect due to imported files in the project that are configured as "Keep" or "Skip".
Godot version
3.5.1.stable
System information
Arch Linux (rolling release). GLES3 backend
Issue description
What I wanted to do: use an EditorExportPlugin to filter files intended for inclusion in a separate pck. I wanted to see if I could use a 'dlc' feature tag to build DLC pcks, and exclude DLC content from the base game, because the built-in export filters are difficult to use correctly (I don't want to manually update a file list every time I add a file to a DLC package).
What I expected:
EditorExportPlugin._export_file
would be called for each file to being included in the pck (as in the documentation), and I could useskip
to exclude it.What actually happened:
_export_file
is not called for certain resource types, e.g. PNGs and OGGs. These resources are always silently included in every exported build.Steps to reproduce
addon/export_plugin/export_plugin.gd
script:res://dlc/
is included, and the OGG and PNG content are present in.import/
.Given that nothing was logged for the script, OGG, and PNG, it appears that
_export_file
was never called, and so these resources were included in the zip by default.Minimal reproduction project
export_plugin_test.zip
The text was updated successfully, but these errors were encountered: