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Implement support for .godot.binary conversion#342

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nikitalita merged 3 commits intoGDRETools:masterfrom
m1zukash1:godot-binary-conversion
Oct 18, 2025
Merged

Implement support for .godot.binary conversion#342
nikitalita merged 3 commits intoGDRETools:masterfrom
m1zukash1:godot-binary-conversion

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@m1zukash1
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Description

Add support for .godot.binary conversion in the existing "Convert binary/text resources to text/binary" GUI options, as well as in the --txt-to-bin and --bin-to-txt CLI commands.

Changes

  • Extended --txt-to-bin and --bin-to-txt CLI commands to detect and handle .godot and .binary extensions
  • Updated GUI file dialog filters to accept project config files alongside scenes/resources
  • Uses existing ProjectConfigLoader infrastructure from utility/pcfg_loader.cpp

Example use case

Instead of patching existing .gd files to modify project behavior, extract the godot.project file, add your custom Autoload .gd script, convert it to project.binary, and patch both project.binary and your custom .gd scripts into the project.

Related issue: #231

@nikitalita
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Thanks!

Just curious, what workflow does this enable for you?

@m1zukash1
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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 .gd script, giving me an entry point to modify the game as needed. From there I could create mod loaders or other custom behavior.

Looking at your tool, I assumed the --txt-to-bin option supports .project.binary conversion out of the box. I was surprised it did not. Since this is a simple feature and I saw an issue requesting the same behavior, I decided to contribute to your project.

With this feature it would be possible to create python or .bat/.sh scripts to automatically extract the godot.project file, append the custom Autoload .gd entry, convert it to project.binary, and patch it back into the application along with the custom .gd scripts. This would enable quick mod patchers using your tool as a CLI helper.

@m1zukash1 m1zukash1 requested a review from nikitalita October 15, 2025 20:16
@nikitalita
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nikitalita commented Oct 15, 2025

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 files changed tab and add the suggestions to batch

@nikitalita
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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>
@m1zukash1
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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 files changed tab and add the suggestions to batch

Thank you for helping and adding changes to support older versions.
Sorry, I’ll be away for the weekend so I won’t be able to test the changes soon.
I’ll manually test the older versions and let you know at the start of next week.

@nikitalita
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I've verified it locally; thank you!

@nikitalita nikitalita merged commit 52eac51 into GDRETools:master Oct 18, 2025
nikitalita added a commit that referenced this pull request Oct 18, 2025
Implement support for `.godot` ↔ `.binary` conversion
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2 participants