New Version v0.4.1 has broken the Resource Scanner
Closed this issue · 5 comments
The resource scanner now requires file_system:EditorFileSystem
My project is scanning resource groups in runtime.
var editor_settings = EditorInterface.get_editor_settings()
EditorFileSystem is only accesible by the editor, not in runtime.
The previous version v0.4.0 worked fine, but I wanted to stay updated.
The resource group scanner is not part of the public API (everything that is public has a class_name
) as such it can change or even disappear in every version.
If you need a list of all resource groups in your project you could just make another resource group for that. E.g. if all your resource groups follow a naming convention (e.g. xyz_group.tres
) you can make a resource group with
- Folder:
data
- Includes:
**_group.tres
Then you can use this as a "bootstrapping" resource group to get all the others in your project. Would that work for you?
I think that wouldn't work, I need rebuild resource groups in runtime as I change the base_folder in runtime.
I have 'userproject' files loaded from godot game at 'userpath' out of godot project path and that 'userpath' changes with every 'userproject'
Maybe, can you add a 'rebuild resource group' in runtime to the API?
I don't have the full picture on the inner workings of your application, however if you need the old implementation for your game, I would suggest you download 0.4.0 and move the relevant files into your own code base (outside of the addons
folder). Then you can also give them proper class names and make them part of your own implementation. This way you have full control over the process.
I cannot reasonably go back to the old implementation because that was pretty slow and caused problems with projects using a lot of files. Given that this is also internal API, I think copying out the part you need for your game is the best course of action here.
The other option is stay in 0.4.0, but thanks that worked for me.
Okay great, thanks for reporting back.