I’m using a .csv in my project and trying to use GDMaim as well. When I export my project, the .csv file is getting lost. I even have *.csv in the Filters to export non-resource files/folders in the Export settings. When I use the “no_gdmaim” feature, the .csv is exported properly.
Is there a known workaround for this? Do I just need to modify the GDMaim add-on myself / hard-code the workaround?
Yes. So far I’ve been able to modify the GDMain _export_file function and this worked. But now I’m running into real-time obfuscation bugs that don’t happen when I run the program through the Editor. So I’m trying to use the command window debugger/source maps and it’s challenging.
func _export_file(path : String, type : String, features : PackedStringArray) -> void:
if !_enabled:
return
var ext : String = path.get_extension()
if ext == "csv":
#skip() #HACK
pass
elif ext == "ico":
skip() #HACK
add_file(path, FileAccess.get_file_as_bytes(path), true) #HACK
In the code above, I commented out the Skip function which wasn’t very intuitive. But it worked.
Then there was a bug where the Node which was using the file wasn’t found. So I moved the code into the parent Node. But now the bug I’m getting is:
SCRIPT ERROR: Invalid access to property or key ‘__8mFybwPs4brfTD’ on a base object of type ‘Dictionary’.
at: __F83iLeUobP0ma (res://scenes/main.gd:1140)
GDScript backtrace (most recent call first):
[0] __F83iLeUobP0ma (res://scenes/main.gd:1140)
I’m thinking it has to do with Dictionaries like the following:
var sound_file_paths: Dictionary
var sound_entries: Array[Dictionary]
There’s some notes on GDMain about it:
I may need to refactor my code which I’m not looking forward to. I’m so close to the finish