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Allow skipping imported resource files from export #90365

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merged 1 commit into from
May 30, 2024

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KoBeWi
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@KoBeWi KoBeWi commented Apr 7, 2024

Fixes #67844 (it technically resolves the issue in a different way)

Imported resources go through a different code path, so _export_file() is not called for them. However they have a separate customization code, so I just allowed to use skip() when customizing to skip the resource.

The only problem is that customization has some cache, so the skip may be ignored if the file was cached and customization does not modify it. But it still at least makes it possible to skip these files, so that's good enough perhaps.

@akien-mga akien-mga merged commit 53bd0d5 into godotengine:master May 30, 2024
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Thanks!

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allenwp commented Jul 2, 2024

I recently made a docs PR to describe the behaviour of _export_file and it seemed wrong to believe the design intent for this user-facing scripting API was to exclude imported resources, while including all other resources. It was a little tricky for me to wrap my head around which files are called in which EditorExportPlugin functions without some trial-and-error.

Additionally, there is a (possibly extremely minor) issue when skipping scenes in _customize_scene.

All this got me thinking about whether this PR really is the proper fix for the original issue regarding imported resources not being included in _export_file calls. Is it possible that something a little like this could be the solution for this issue instead of allowing skipping during the customize resource/scenes calls? I believe that the API would be a bit more reasonable if skipping was only performed in _export_file and all files were included in _export_file.

My branch is something I put together in 10 minutes, so I expect there are some issues with it; my intent is just to describe the sort of change I'm proposing.

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KoBeWi commented Jul 2, 2024

tbh this is what I wanted to do at first, I just wasn't sure how and went with a simpler solution. I tested your commit and it correctly skips files, so you can open a PR.

allenwp added a commit to allenwp/godot that referenced this pull request Jul 2, 2024
This behaviour was introduced in godotengine#90365. This also fixes some inconsistencies in the docs and adds clarification of how the _export_file function works.
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allenwp commented Jul 2, 2024

tbh this is what I wanted to do at first, I just wasn't sure how and went with a simpler solution. I tested your commit and it correctly skips files, so you can open a PR.

Thanks! I'm working on the new PR now.

takethebait pushed a commit to takethebait/godot that referenced this pull request Jul 3, 2024
This behaviour was introduced in godotengine#90365. This also fixes some inconsistencies in the docs and adds clarification of how the _export_file function works.
sorascode pushed a commit to sorascode/godot-soras-version that referenced this pull request Jul 22, 2024
This behaviour was introduced in godotengine#90365. This also fixes some inconsistencies in the docs and adds clarification of how the _export_file function works.
Luis-Wong pushed a commit to Luis-Wong/godot that referenced this pull request Jul 26, 2024
This behaviour was introduced in godotengine#90365. This also fixes some inconsistencies in the docs and adds clarification of how the _export_file function works.
2nafish117 pushed a commit to 2nafish117/godot that referenced this pull request Aug 5, 2024
This behaviour was introduced in godotengine#90365. This also fixes some inconsistencies in the docs and adds clarification of how the _export_file function works.
chryan pushed a commit to chryan/godot that referenced this pull request Aug 6, 2024
This behaviour was introduced in godotengine#90365. This also fixes some inconsistencies in the docs and adds clarification of how the _export_file function works.
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EditorExportPlugin._export_file is not called for many file types
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