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Hello. I've tried using this plugin in one of my projects, and run into an unexpected issue with version control.
Basically, each time .godot folder is deleted, or absent (for example, on a fresh clone of a project repository), the editor would change (regenerate?) .res files generated with SpriteFrames importer (split layers option turned ON). There doesn't seem to be any reason behind such changes, as the parent .aseprite file does not change, but that makes it harder to work with git.
Here's an example project to try this on: AseWiz_Test.zip
The last commit in that zip file is an example of Godot changing .res file after the .godot folder has been cleared. As the zip itself does not contain .godot folder, opening the project in editor should prompt a new change to gfx/main_file_Layer 1.res that'll show up in git as unstaged.
Godot v4.2.2.stable.official [15073afe3]
AsepriteWizard v7.4.1 installed from AssetLib
Aseprite v1.3.7
Windows 11 x64
The text was updated successfully, but these errors were encountered:
Hello there. Thanks for the info and sharing a sample project. That will be super useful.
I haven't used the importers split layers option myself so I never noticed this behaviour. From a quick diff it doesn't seem anything really changed:
However, this diff is just checking a binary as text so it's not really reliable. My suspicion is that might be something to do with the new images timestamp. I'll check it further this week. Cheers.
Hi. After putting some thought the actual issue is the same as described here #163 . Even though nothing has changed, the new textures generated on import are new objects. These files should not be outside the .godot folder, however due to the current limitations there is no way around it so a new texture is created every time.
For the split situation, there might be more changes required, but I reckon being able to import ctex resources directly will unlock some workarounds.
I opened a proposal that would solve this issue here: godotengine/godot-proposals#11042. Please give it an upvote or comment in case you are still interested on the fix so it gets more attention. Cheers.
Version 9.0.0 solves this issue by exposing separate split importers. These references should be internal now and not exposed to the version control. Cheers.
Hello. I've tried using this plugin in one of my projects, and run into an unexpected issue with version control.
Basically, each time
.godot
folder is deleted, or absent (for example, on a fresh clone of a project repository), the editor would change (regenerate?).res
files generated with SpriteFrames importer (split layers
option turned ON). There doesn't seem to be any reason behind such changes, as the parent.aseprite
file does not change, but that makes it harder to work with git.Here's an example project to try this on:
AseWiz_Test.zip
The last commit in that zip file is an example of Godot changing
.res
file after the.godot
folder has been cleared. As the zip itself does not contain.godot
folder, opening the project in editor should prompt a new change togfx/main_file_Layer 1.res
that'll show up in git as unstaged.Godot v4.2.2.stable.official [15073afe3]
AsepriteWizard v7.4.1 installed from AssetLib
Aseprite v1.3.7
Windows 11 x64
The text was updated successfully, but these errors were encountered: