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Add a "keep" import mode to keep files as-is and export them. #47268
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Thanks! |
Its only purpose was to prevent importing CSV files as translations, but it would still import them as *nothing*, leading to workflow issues. This is now properly fixed with godotengine#47268 which allows disabling the import for specific files.
Cherry-picked for 3.3. (Via #47300.) |
I don't understand the nomenclature on this at all. Who keeps the file if I chose "Keep File"? And why is there a "No Import" setting on the Import tab? I literally have to click "reimport" to apply and reimport any of the Settings here. Selecting a "No Import" only then to reimport the file makes no sense to me at all. To a godot beginner user (like a game designer who works a lot with spread sheets), non of this would be intuitive or self explanatory. I'm definitely not a beginner any more and I still don't understand what the expected process now is starting with 3.3 to use CSVs for general purpose data, and not for translations. Right now in Godot 3.2.3 stable, I can use CSV files without fiddling with the Import tab. I would really like this to stay the same. |
@golddotasksquestions Godot imports all files by default for which it has a ResourceImporter. CSV is one such file type as CSV files are imported by default as "CSV Translations" ( So as of 3.2.3, this is not accurate:
What actually happens when you add a CSV file to a project to use it, not as translation, but as raw data, is that you get a stream of errors each time you focus the editor:
If that doesn't happen for you, it means that you did fiddle with the Import tab to select the "CSV" importer instead of "CSV Translation". That importer was a hack added to prevent trying to import the CSV as translations (but instead it would import them as nothing - leading to various bugs, such as This PR solves this issue by adding a proper "Keep" mode which tells the importer, on a file by file basis, that this file should not be imported by Godot, i.e. it's meant to be used "manually" from your script with the I appreciate that it might seem confusing to have to go to the "Import" tab to configure the non-import of a given file, but this dock is where the import behavior is configured, and disabling it for a file is part of this configuration. With godotengine/godot-proposals#2500 you'd be further able to configure in the Project Settings that you want all CSV files to be left alone un-imported, without ever having to go configure it on a file by file basis in the Import dock. But this PR already fixes a completely broken system by making it at least usable. |
Thank you for taking the time to explain this in such detail Akien, also thanks to reduz for improving this issue, I really do appreciate the better CSV support a lot (I'm sorry I have not said this in my previous comment) I am pretty certain I never fiddled with CSV import settings. I clearly remember last year after up grading my experience was that it "just worked". That's why I left this comment here. I think the reason for this is because I never imported the CSV in the first place. I always loaded it from an externally file:
So I guess this totally is a misunderstanding on my part, I am sorry for the confusion. Having that cleared up, I still think the naming here does not make any sense. |
Its only purpose was to prevent importing CSV files as translations, but it would still import them as *nothing*, leading to workflow issues. This is now properly fixed with godotengine#47268 which allows disabling the import for specific files. (cherry picked from commit 7ed2220)
Its only purpose was to prevent importing CSV files as translations, but it would still import them as *nothing*, leading to workflow issues. This is now properly fixed with godotengine#47268 which allows disabling the import for specific files. (cherry picked from commit 7ed2220)
Just choose this mode, and the file will not be imported (but it will be exported as-is).
Cherry picking for 3.x should e relatively easy.
Fixes #38957.
Fixes #47061.