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Reply From: |
eons |
The.import
directory, export_presets.cfg
too probably , if you are using custom templates.
Also all the folders created by your code editors (like .vscode
), gdnative binaries, thumbnail files created by file browsers.
Not sure if I am missing something.
could you clarify in your answer if you’re talking about committing mentioned files or adding them to .gitignore, because now it is unclear
Bartosz | 2018-03-20 10:30
Just to clarify, you said the .import
directory doesn’t need to be committed, but you didn’t include the IMAGE_NAME.png.import
when it is not in the .import
directory. Does that mean that the .import
extension files outside the .import
directory should be committed, even though you should exclude the .import
directory? (I noticed the .import
extension file points to the file in the .import
directory.) Also, do you happen to have a brief reasoning you can give as to why these files are ones you can not commit (e.g. “these are files that are autogenerated by Godot based on the file they’re based on, so they will always be autogenerated the same way”). And I only need clarification for the Godot specific files (I can find elsewhere the reasoning for files generated by a separate code editor, etc). Thank you much!
shianiawhite | 2018-03-21 17:42
.import
files are auto-generated, but they can be customized. E.g. when you import a texture, you might want to disable filtering. This change is reflected in corresponding .import
file, which might be auto-generated differently based on your default settings. So do commit .import
files, but don’t commit the .import
directory.
KoBeWi | 2018-03-25 14:56
.import
directory is full of (binary) files that will change on every reimport and every time a new user loads the project, these are big and useless for VCS.
*.import
files have the import flags used by the editor, needed to keep settings (like image filters, 3D scenes importing type, looping sounds, etc.