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Proposal - add installation folder

Open BastiaanOlij opened this issue 7 years ago • 7 comments
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Right now when an asset is downloaded the files are placed directly in the root of your project folder. You need to include the folder structure in your asset and files such as the readme and license files that often reside in the root of a github project end up in the root of your project folder. This can get very messy if you use multiple assets in your project.

It would be nice if it was possible to specify a folder into which the asset should be placed. This can still be the root of the project for assets such as demos but for other projects it could be something like "addon/myaddon" and the contents of the git repository gets placed in that.

BastiaanOlij avatar Mar 02 '18 04:03 BastiaanOlij

Is it possible to only download a part of the repository? Then we can only get addons/the_addon and maybe some other special directories (is there a separate place for editor extensions), and other files can be on the asset's repository that aren't downloaded, like source code, docs, READMEs, etc.

On 2 March 2018 at 01:31, Bastiaan Olij [email protected] wrote:

Right now when an asset is downloaded the files are placed directly in the root of your project folder. You need to include the folder structure in your asset and files such as the readme and license files that often reside in the root of a github project end up in the root of your project folder. This can get very messy if you use multiple assets in your project.

It would be nice if it was possible to specify a folder into which the asset should be placed. This can still be the root of the project for assets such as demos but for other projects it could be something like "addon/myaddon" and the contents of the git repository gets placed in that.

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punto- avatar Mar 02 '18 04:03 punto-

Is it possible to only download a part of the repository?

Yes, the interface in Godot allows you to select the files to download. All files in the root are unselected by default (this avoids downloading readme, license, etc.).


This is probably a thing for the main engine repo though. Also, see godotengine/godot#6023

vnen avatar Mar 02 '18 04:03 vnen

@punto- as vnen said, yes you can already select but I think it is actually important to have the readme and license downloaded, but placed in the add on folder

@vnen a I didn't see that though I do believe that the default installation location should be set in the asset library itself especially because paths inside resources and scenes will not change along.

BastiaanOlij avatar Mar 02 '18 04:03 BastiaanOlij

What if we provide a subdirectory inside the repository (when the asset is submitted) that contains the final asset, and other files (like source code) can be outside of it? Default can be empty. Then instead of doing:

root_of_repo -> root_of_project

it can be

root_of_repo/asset_subdir -> root_of_project

Otherwise for example all addons that use gdnative will have to split into 2 repositories, one for the source code?

On 2 March 2018 at 01:53, Bastiaan Olij [email protected] wrote:

@punto- https://github.com/punto- as vnen said, yes you can already select but I think it is actually important to have the readme and license downloaded, but placed in the add on folder

@vnen https://github.com/vnen a I didn't see that though I do believe that the default installation location should be set in the asset library itself especially because paths inside resources and scenes will not change along.

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punto- avatar Mar 02 '18 05:03 punto-

@vnen

Yes, the interface in Godot allows you to select the files to download. All files in the root are unselected by default (this avoids downloading readme, license, etc.).

But that's not what happens at all. All files are downloaded and selected by default.

YeldhamDev avatar Mar 14 '18 18:03 YeldhamDev

@punto- I actually like the idea of being able to select a subfolder as the root of what is being downloaded. That would also allow me to have a single repository instead of the two repositories I maintain right now for each asset.

@YeldhamDev that can be fixed, but I'm not a big fan of that as a solution either.

BastiaanOlij avatar Mar 14 '18 23:03 BastiaanOlij

I've been struggling with this with Gut for awhile now. I think the default checkmarks in the engine would be a good short putt. One thing I'm concerned about is that if I have a LICENSE.md in the root of my project, and someone doesn't uncheck it, then now their project has my same LICENSE.md. Same goes for README.md and CHANGES.md and any other files, but the LICENSE.md probably has the worst possible repercussions.

bitwes avatar Mar 15 '18 03:03 bitwes

Closing in favor of https://github.com/godotengine/godot-proposals/issues/554.

Calinou avatar Mar 20 '23 21:03 Calinou