Comments (7)
Hello @saint11 . Can you tell me which Godot version and operational system are you using so I can test it myself?
Can you also give me an example which pattern you are trying to use and the layer names?
I usually use _$
as exclusion pattern and name my reference layers like background_
. You can try this and let me know if it works for you. Just to rule out any bug in a specific version.
Your suggestion for examples is a good idea regardless. Thank you.
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It's Godot Mono v4.0 on Windows. I'm using the auto-importer.
I tried the _$
exclusion pattern and it also didn't work.
It seems that the JSON file created is also not being deleted.
Currently I hardcoded the addon to ignore layers that are not visible so I can use it, maybe there could be an option for ignoring hidden layers on the auto-importer too?
Thanks!
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I figured it out, I found a workaround!
It is only taking in consideration the configuration set in the Aseprite Spritesheet tool window, it is currently ignoring the settings set in the Project Settings, which is where I was setting them.
I suggest either centralizing the config in one place or having the auto-importer use the config set in the Project Settings.
from godot-aseprite-wizard.
Oh, definitely a bug. You are right, the auto-importer should use whatever is in the Project Settings by default in case no custom value is set. The settings in the tool window should only be used for the tool window.
I also didn´t realise the auto importer didn´t have the "only visibles" option. I'll put it there.
Thanks for reporting this.
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Oh, totally off topic, but I just realised I know your work @saint11. Thanks for making those great pixel art tutorials. And also as a side note, I love TowerFall haha.
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Haha thank you! And thanks for making this extension, it's great!
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Fixes are already available in the releases page and submitted to Godot Asset Lib. The Asset Lib has been a bit slow testing new submissions so I'm not sure when it's going to land there.
Notes:
- Auto-importer should use the default configuration from Project Settings.
- *.json file cleanup should happen on all import methods when option is enabled.
- The option to not include hidden layers was already available in the importer as "Only include visible layers" (It' s been working on my machines but let me know if you see any issue with that)
Thanks again for reporting this. 🚀
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Related Issues (20)
- Use the EditorFileDialog instead of FileDialog HOT 3
- Command not found on Mac HOT 4
- Possibility to import sprites without an AnimationPlayer in the inspector HOT 3
- Possibility to choose multiple specific layers for import. HOT 2
- Import animations unrelated properties HOT 2
- Workaround for loss of Trim feature? HOT 10
- "InspectorDock" shadows a native class Godot 3.6 beta4 HOT 3
- make import defaults affect the import settings in `Sprite2D` props HOT 2
- "Do not create resource file" option in Aseprite Wizard window is not applied
- Forward slash in imported animation name can't be renamed HOT 1
- Automatically import all sprites in my project in one go HOT 10
- Add a way to import an aseprite image as split layers HOT 2
- Outdated message displayed when Aseprite command could not be executed HOT 4
- Crash on exit on macOS HOT 3
- Resource file not found HOT 3
- Texutre filter should be an option instead of only overwriting to "nearest" by default HOT 1
- Output texture is not power-of-two HOT 2
- Error when trying to import a file HOT 1
- about Aseprite 1.3-rc4 new features: repeat in tag HOT 4
- Drag-n-Drop aseprite files? HOT 9
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