Comments (2)
Hello @Silvanuz thanks for reporting this. I had never thought about this scenario. Your checkbox suggestion seems to be the best way to go. I'll look into it.
from godot-aseprite-wizard.
Implemented this in the latest version. Godot asset lib approval pending. In the meantime you can download the latest version from the version branch or releases page. Cheers.
from godot-aseprite-wizard.
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- Outdated message displayed when Aseprite command could not be executed HOT 4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
- Changes to import fields on a node are discarded when navigating away without clicking Import HOT 1
- Confusing behavior of Output File Name field HOT 1
- Loop settings are removed from project file since 7.4.0 HOT 2
- Drag-n-Drop aseprite files? HOT 9
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from godot-aseprite-wizard.