bruvzg
bruvzg
Try adding `reloadable=false` to the `[general]` section of `libgdtts.gdnlib`, or use more recent `godot-cpp` branch of the plugin.
Original import sources are not preserved on export (except some special cases like icon.png), only imported stuff (converted to internal format) in the hidden .import folder is included. You can...
> Maybe there is another way, if yes then how? 1. Make sure Godot is not running. 2. Create empty `.gdignore` file in the sub-folder you want to preserve as...
Another option: you can try to use [this contraption](https://github.com/bruvzg/gdsdecomp) to directly create PCKs from folder without any changes to files or to extract exported PCK, add files and repack it...
> properly without a *.import, however now I'm getting a "no loader" error `load`/`preload` are looking for `xxx.import` and associated resources stored in `.import` hidden folder, it the same way...
Related issues: #22433, #18367, #17848, #17748
> Another option is to use the whole project folder and put the executable inside. You won't be able to load any changed/added files (or any files at all it...
> Is there an *.ogg/streamplayer equivalent to the code mentioned above? Something like this: ```gdscript var ogg_file = File.new() ogg_file.open("res://test.ogg", File.READ) var ogg_stream = AudioStreamOGGVorbis.new() ogg_stream.data = ogg_file.get_buffer(ogg_file.get_len()) ogg_file.close() $StreamPlayer.stream...
> Hi, just wondering what the progress is like on this PR? What's implemented: - Support for all main GUI controls and for adding accessibility features to the custom nodes....
> I tried UWP.64=... but clearly that's not right. It should be right if `sizeof(void *) == 8` on UWP, try just `UWP` or `UWP.x86_64`. Library is selected if all...