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authorHugo Locurcio <hugo.locurcio@hugo.pro>2023-05-08 07:00:33 +0200
committerRĂ©mi Verschelde <rverschelde@gmail.com>2023-05-12 12:31:21 +0200
commit35fa05fa51df23b481e852e0d715a42ba4db68c8 (patch)
treec88716eb5dbfd044e805371a53544c028e8ff99d
parentdcca6485d0c9b1724496b150fb777fc3d0aabfa5 (diff)
Document caveats related to exported project binary resource conversion
(cherry picked from commit febc674f4818dd1185b2e43e899115f70f55b4f5)
-rw-r--r--doc/classes/DirAccess.xml1
-rw-r--r--doc/classes/ProjectSettings.xml3
-rw-r--r--doc/classes/ResourceLoader.xml1
-rw-r--r--modules/gdscript/doc_classes/@GDScript.xml1
4 files changed, 5 insertions, 1 deletions
diff --git a/doc/classes/DirAccess.xml b/doc/classes/DirAccess.xml
index 8e1528f1c6..ed93f09a0d 100644
--- a/doc/classes/DirAccess.xml
+++ b/doc/classes/DirAccess.xml
@@ -173,6 +173,7 @@
<description>
Returns a [PackedStringArray] containing filenames of the directory contents, excluding directories. The array is sorted alphabetically.
Affected by [member include_hidden].
+ [b]Note:[/b] When used on a [code]res://[/code] path in an exported project, only the files actually included in the PCK at the given folder level are returned. In practice, this means that since imported resources are stored in a top-level [code].godot/[/code] folder, only paths to [code]*.gd[/code] and [code]*.import[/code] files are returned (plus a few files such as [code]project.godot[/code] or [code]project.binary[code] and the project icon). In an exported project, the list of returned files will also vary depending on whether [member ProjectSettings.editor/export/convert_text_resources_to_binary] is [code]true[/code].
</description>
</method>
<method name="get_files_at" qualifiers="static">
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 445aadec31..12db089503 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -731,7 +731,8 @@
Changing this value allows setting up a multi-project scenario where there are multiple [code].csproj[/code]. Keep in mind that the Godot project is considered one of the C# projects in the workspace and it's root directory should contain the [code]project.godot[/code] and [code].csproj[/code] next to each other.
</member>
<member name="editor/export/convert_text_resources_to_binary" type="bool" setter="" getter="" default="true">
- If [code]true[/code] text resources are converted to binary format on export.
+ If [code]true[/code], text resources are converted to a binary format on export. This decreases file sizes and speeds up loading slightly.
+ [b]Note:[/b] If [member editor/export/convert_text_resources_to_binary] is [code]true[/code], [method @GDScript.load] will not be able to return the converted files in an exported project. Some file paths within the exported PCK will also change, such as [code]project.godot[/code] becoming [code]project.binary[/code]. If you rely on run-time loading of files present within the PCK, set [member editor/export/convert_text_resources_to_binary] to [code]false[/code].
</member>
<member name="editor/import/reimport_missing_imported_files" type="bool" setter="" getter="" default="true">
</member>
diff --git a/doc/classes/ResourceLoader.xml b/doc/classes/ResourceLoader.xml
index d51a5293ec..67b967d476 100644
--- a/doc/classes/ResourceLoader.xml
+++ b/doc/classes/ResourceLoader.xml
@@ -71,6 +71,7 @@
The [param cache_mode] property defines whether and how the cache should be used or updated when loading the resource. See [enum CacheMode] for details.
Returns an empty resource if no [ResourceFormatLoader] could handle the file.
GDScript has a simplified [method @GDScript.load] built-in method which can be used in most situations, leaving the use of [ResourceLoader] for more advanced scenarios.
+ [b]Note:[/b] If [member ProjectSettings.editor/export/convert_text_resources_to_binary] is [code]true[/code], [method @GDScript.load] will not be able to read converted files in an exported project. If you rely on run-time loading of files present within the PCK, set [member ProjectSettings.editor/export/convert_text_resources_to_binary] to [code]false[/code].
</description>
</method>
<method name="load_threaded_get">
diff --git a/modules/gdscript/doc_classes/@GDScript.xml b/modules/gdscript/doc_classes/@GDScript.xml
index 5f2ca0d215..04877e521a 100644
--- a/modules/gdscript/doc_classes/@GDScript.xml
+++ b/modules/gdscript/doc_classes/@GDScript.xml
@@ -170,6 +170,7 @@
[b]Important:[/b] The path must be absolute. A relative path will always return [code]null[/code].
This function is a simplified version of [method ResourceLoader.load], which can be used for more advanced scenarios.
[b]Note:[/b] Files have to be imported into the engine first to load them using this function. If you want to load [Image]s at run-time, you may use [method Image.load]. If you want to import audio files, you can use the snippet described in [member AudioStreamMP3.data].
+ [b]Note:[/b] If [member ProjectSettings.editor/export/convert_text_resources_to_binary] is [code]true[/code], [method @GDScript.load] will not be able to read converted files in an exported project. If you rely on run-time loading of files present within the PCK, set [member ProjectSettings.editor/export/convert_text_resources_to_binary] to [code]false[/code].
</description>
</method>
<method name="preload">