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Improve conversion of scenes and resource files to binary on export #12452
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This is already done automatically. |
exporting my projects PCKs when opened in notepad++ show half binary half raw text, the raw text is my scripts and tscns sorry i should of been more clear, the resources being converted on export. |
Ah, this needs to be redone in 3.0
…On Oct 28, 2017 9:55 AM, "Neska" ***@***.***> wrote:
exporting my projects PCKs when opened in notepad++ show half binary half
raw text, the raw text is my scripts and tscns
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Could this be completed before the first beta release?? |
No, no time, will be pushed for 3.1
…On Sun, Nov 26, 2017 at 11:23 AM, Neska ***@***.***> wrote:
Could this be completed before the first beta release??
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so 3.0 is going to have easily exploitable game release? |
@NullNeska yes, but I doubt any game started with 3.0 (with enough work put on it so this is a concern), will ship before 3.1 anyway. |
I suppose you are right, i guess im not taking into account how much sooner a 3.1 release would be compared to 2.1 to 3.0. |
Binary scene conversion should not be viewed as a "protection" tool, but rather as a way to speed up scene loading (as binary scenes are faster to parse than text-based scenes; the files also are smaller). |
I think this should be "Convert scenes and resource files to binary on export" to cover #6709 as well. |
Actually this is implemented already but disabled by default because it was buggy, wonder if anyone wants to give it a try (its on the project settings somewhere). |
Indeed, there is a project setting in editor section: [editor]
convert_text_resources_to_binary_on_export=true In this case, if I enable this option, will it work with bugs or it does nothing? |
It will work with (maybe) bugs |
I see, in this case the issue title should be "Improve conversion of scenes and resource files to binary on export" or something like that. |
Looking forward to this... still on track for 3.1? |
We ran out of time to implement new features for 3.1, so it will have to wait for 3.2. If it's implemented during 3.2 development, it might still be cherry-picked to a 3.1.x release though. But this issue is pretty vague, and since the feature apparently exists already (albeit opt-in), the most useful would be to have users testing it and report bugs if they experience any. |
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@girng I think this is not related to gdscript, only .tres and .tscn |
@williamd1k0 yep, my bad. edited prev post |
I wasn't able to use automatic export to scn binary feature in godot 4 because it was buggy. Anyone want to look into it? |
Isn't this fixed by #65135? |
I am not sure, I still have the patch set in my branch. Can look. |
This was implemented by #65135, closing. |
is it still buggy and can not use in 3.5? |
4.x has working text-to-binary resource conversion, but I guess it's still broken in 3.x. You could open a dedicated issue to track this, but it may not be fixed soon as most contributors are focusing on 4.x. However, if all you care about is scripts, they are already compiled to bytecode in 3.x (just like in 4.x now). |
in 3.5, there is already an option in project setting -> Editor -> editor/convert_text_resources_to_binary_on_export, the default value is false. I turned this on and export to iOS and run without any problems. |
Apologies if this is the wrong place, but is this feature being implemented in 3.0 as well as exporting resources into the exe on export?
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