Implement support for .godot ↔ .binary conversion#342
Implement support for .godot ↔ .binary conversion#342nikitalita merged 3 commits intoGDRETools:masterfrom
.godot ↔ .binary conversion#342Conversation
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Thanks! Just curious, what workflow does this enable for you? |
I was looking to manually patch an existing game to modify it with my custom behavior. I thought the easiest method would be to patch the game to include my Autoload Looking at your tool, I assumed the With this feature it would be possible to create |
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All these suggestions just add support for project configs for games in Godot 2.x and 1.x ; test this to make sure it still works and this should be good to go btw, to commit all these suggestions, just go to the |
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ignore the checks failing, it's due to a rebase of our branch of the godot engine |
Co-authored-by: Nikita <69168929+nikitalita@users.noreply.github.com>
Thank you for helping and adding changes to support older versions. |
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I've verified it locally; thank you! |
Implement support for `.godot` ↔ `.binary` conversion
Description
Add support for
.godot↔.binaryconversion in the existing "Convert binary/text resources to text/binary" GUI options, as well as in the--txt-to-binand--bin-to-txtCLI commands.Changes
--txt-to-binand--bin-to-txtCLI commands to detect and handle.godotand.binaryextensionsProjectConfigLoaderinfrastructure fromutility/pcfg_loader.cppExample use case
Instead of patching existing
.gdfiles to modify project behavior, extract thegodot.projectfile, add your custom Autoload.gdscript, convert it toproject.binary, and patch bothproject.binaryand your custom.gdscripts into the project.Related issue: #231