Comments (2)
I think the current way IS NOT WRONG!
Godot community just promote incorrect way of organizing project structure. I think it is really bad that every plugin should have all stuff nested inside of addons/<plugin_name/>
directory.
Explanation
Imagine situation when you want to use Git as version control for game developing. And if you want to have plugin added as git submodule
. Submodule is easy way to be able simply update the plugin without need to manually download and install plugin files.
If you want to put gdinv
as submodule then can make .gitmodules
with such configuration:
[submodule "addons/gdinv"]
path = addons/gdinv
url = [email protected]:zcaliptium/gdinv.git
How it works in my way
gdinv
will be installed into addons/gdinv
...
Wrong way you suggested
But if I will nest plugin contents addons/gdinv
at gdinv
resository then it will be ridiculously stupid...
You will have something like:
addons/gdinv/addons/gdinv
from gdinv.
Well, I see what you mean. This is a very interesting option that I didn't think about when I asked the question. Thanks
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Related Issues (16)
- Enable recursive loading for json config directories.
- "func dec_in_slot" in GDInv_Inventory.gd should use STACKS.remove instead of STACKS.erase HOT 1
- Node for grid-based inventories with different item sizes.
- Crash with from_data() HOT 3
- GDInv_ItemDB and GDInv_ItemStack can't be fully loaded. HOT 3
- GDInv_ItemStack.from_data sometimes don't handle 'stackSize' properly.
- ObjectDB instances leaked at exit HOT 2
- CSV file support.
- maxStackSize exceeded causes an item to just be added to a different slot. Is this intended? HOT 1
- Item Definition Sets/Batches
- Missing a method to remove items by id
- GDInv_Inventory init() appends to STACKS withouth size - check
- Saving inventory HOT 6
- Unable to load the plugin HOT 1
- Inventory should extend Node HOT 2
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