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viniciusgerevini avatar viniciusgerevini commented on June 14, 2024 1

@tavurth Are you sure Godot is the one removing these files? I tested this by moving to different machines (linux, windows, macos) and it did not delete the files. I did see some changes related to file permission, but those didn't trigger a re-import.

Anyway, going back to the re-import issue. Unfortunately, by using the automatic importer Aseprite is added as a dependency to the devloop. Committing the import folder could be used as a workaround, but as you mentioned, it's not ideal in many cases, as it adds to the project size, and it seems to have some caveats in your case.

For this plugin, the only way I could remove the dependency would be adding aseprite executables as part of the project, what would actually bring a bunch of other problems and it wouldn't worth the effort.

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viniciusgerevini avatar viniciusgerevini commented on June 14, 2024

Hello @tavurth,

I'm assuming you are using the automatic importer.

For development, if you do not include the .import folder in your version control (or when copying to the new machine) you need to have Aseprite installed. Even if you are just running the game, because it will try to re-import all the files on startup.

For exported games, Aseprite is not required, as you will be dealing with resource files already generated.

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tavurth avatar tavurth commented on June 14, 2024

Hi @viniciusgerevini, as far as the Godot Docs state, adding this folder is optional, and it's always been something I've avoided adding.

So for best practices with this plugin a developer should include this folder? Perhaps we can add that to the docs?

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tavurth avatar tavurth commented on June 14, 2024

Hi @viniciusgerevini

When importing on a second machine all of the imported sprites (from *.aseprite) are deleted automatically by Godot 3.4.2, as can be seen in this screenshot:

telegram-cloud-photo-size-2-5350836846709555355-y

So unfortunately committing the .import directory doesn't seem like a good solution at the moment.

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viniciusgerevini avatar viniciusgerevini commented on June 14, 2024

So for best practices with this plugin a developer should include this folder?

Not really. This is the same trade off mentioned in Godot's documentation. If you don't include the folder, it needs to be re-imported in the new machine. As the plugin requires Aseprite, it's natural it will fail in case it's not present.

When importing on a second machine all of the imported sprites (from *.aseprite) are deleted automatically by Godot 3.4.2, as can be seen in this screenshot:

This is weird. I haven't seen any changelog mentioning this. Let me try here.

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