Conversation
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Thanks again! I'll check and add your code tomorrow! |
Oh, right. 🤦 I'm not sure how the plugin packaging works, but I already get conflicts when installing the current version from the Asset Library (e.g. |
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When installing a plugin from Godot Asset Library, a user can choose which files to install and avoid conflict. |
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I've been rolling this around in the back of my head and I think the best option might be to introduce a "packaged" distributable for the addon. That way, the files at the top level of the project could be whatever they need to be, but would be removed (or relocated) during packaging. Would you be interested in a PR for a GitHub Actions workflow which does that? I figure it could automatically trigger when you tag a new release and would create a zip file containing only the |
While developing #37, I found it very helpful to have a Godot project set up for the addon. Not only does this allow the addon to be easily opened in the Godot editor, it also allows external editors (e.g. Visual Studio Code) to use Godot as a language server.
The project file is configured with compatibility with Godot 4.0 (so that Importality's supported versions of Godot don't change) and the
.godotcache directory is ignored by Git.