WARNING: res://demo.tscn:4 - ext_resource, invalid UID: uid://qv7qneotub2t - using text path instead: res://assets/bt_panel.svg
at: load (scene/resources/resource_format_text.cpp:447)
ERROR: No loader found for resource: res://assets/bt_panel.svg.
at: _load (core/io/resource_loader.cpp:281)
WARNING: res://demo.tscn:5 - ext_resource, invalid UID: uid://ddbnn6n8ggkyg - using text path instead: res://assets/bt_pause.svg
at: load (scene/resources/resource_format_text.cpp:447)
ERROR: No loader found for resource: res://assets/bt_pause.svg.
The assets/bt_panel.svg file is there.
$ la assets/bt_panel.svg
-rw-r--r--. 1 anatoli anatoli 2,3K Dec 26 09:44 assets/bt_panel.svg
It is referenced from demo.tscn as ext_resource (not sure what is that yet).
I am not sure if this warning can have any effect on the SVG functionality. You could first create a new project and import the SVG file. (bt_panel.svg)
You can drag the file into Godot from your file manager, or you can use the file manager to simply put the file inside the project folder, then it will show up.
Comparing new project with an old one, I see additional bt_panel.svg.import file in the new project.
And after saving, there new project doesn’t contain ext_resource string anywhere. Well, probably because the resource is imported, but not used in any scene.
Maybe without the .import file Godot is unable to recreate .godot/imported/?
Looks like .import files were not committed in original repo and Godot doesn’t recreate them with defaults. Need to test what Godot recreates and what it does not.
Should .godot/imported should be committed into repository?
Removed .godot dir, and editor didn’t complain. .godot/imported was recreated.
Removed bt_panel.svg.import and it was recreated too.
Removed both and the files were recreated. “No loader error” doesn’t appear. Maybe I should try move the file into assets as it is in original project.