Shouldn't the new tscn format be default over the binary scn?
I'd be in favour of it yes.
+1
Sometimes I forget to use tscn and have to rename it later.
.tscn will work in most cases, but if you are dealing with 3D Geometry it' s usually a bad idea.
I think this should be made optional in the editor settings, or project settings (preferred scene format)
Another (little more trouble some) way would be to show alert message when editor detects that we are trying to save 3d mesh geometry data with tscn.
What is wrong with 3D data in .tscn?
On Thu, Mar 10, 2016 at 6:15 PM, kubecz3k [email protected] wrote:
Another (little more trouble some) way would be to show alert message when
editor detects that we are trying to save 3d mesh geometry data with tscn.—
Reply to this email directly or view it on GitHub
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@slapin it's slow to save and it's slow to load (maybe reduz know more reasons why it's not the best idea)
hmm, where are the editor settings stored? I need to be able to set this once, have it affect all new projects, check it into svn, then when the artists pull the repo it is set for them too. If it's saved into AppData that isn't going to work.
@captainwasabi ~ I guess you should open another issue for this, as it is useless to bloat this one. (i.e. "per-project editor setting" would be a nice title)
I think .tscn is just not ready for production yet
On Sun, May 8, 2016 at 10:04 PM, Bojidar Marinov [email protected]
wrote:
@captainwasabi https://github.com/captainwasabi ~ I guess you should
open another issue for this, as it is useless to bloat this one. (i.e.
"per-project editor setting" would be a nice title)—
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Ah. Fair enough.
On May 8, 2016 4:08:58 PM Sergey Lapin [email protected] wrote:
I think .tscn is just not ready for production yet
On Sun, May 8, 2016 at 10:04 PM, Bojidar Marinov [email protected]
wrote:@captainwasabi https://github.com/captainwasabi ~ I guess you should
open another issue for this, as it is useless to bloat this one. (i.e.
"per-project editor setting" would be a nice title)—
You are receiving this because you were mentioned.
Reply to this email directly or view it on GitHub
https://github.com/godotengine/godot/issues/3996#issuecomment-217739830
You are receiving this because you were mentioned.
Reply to this email directly or view it on GitHub:
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I think .tscn is just not ready for production yet
Care to argument? Many users are using it for production just fine. It has a couple of bugs of course, but by this logic let's say that "I think Godot is just not ready for production yet" and stop wasting our time.
People use all kinds of stuff for "production". Unless you limit scope you
limit scope of what you say it is true. Godot is not ready to produce 3D
games with complex animations.
.tscn frmat is not ready to be used for 3D scenes. Godot vehicle physics
have very limited use and not ready for real usage. Godot 3D physics is not
ready for complex scenery,
this includes collision system. All that doesn't mean Godot is not ready
for 2D production use, and Godot 3D is good for static scenes and FF7-style
graphics, and if you do
all your 3D animations in "traditional" way (i.e. no animation blending),
and you don't have 10 characters on screen at the same time, it is ready
for production too.
But scene file format is different. You don't want to save your assets to
it and find it breaks or doesn't work right for you, or loses data, as long
as you save any scenery to it.
Whatever the effectiveness there is you should not lose data saving to it
as long as it is produced by Godot editor and tools. This leads to
uncertainty, also you have ..scn which
is bad but works and never lose data. This just prints "don't use .tscn
unless you're ready to lose data", there are known bugs in it and there are
no any reasonable plans about fixing them.
If you feel adventurous, please help with testing, but if you want to store
production stuff, stick with .scn for now.
On Mon, May 9, 2016 at 4:37 PM, Rémi Verschelde [email protected]
wrote:
I think .tscn is just not ready for production yet
Care to argument? Many users are using it for production just fine. It has
a couple of bugs of course, but by this logic let's say that "I think Godot
is just not ready for production yet" and stop wasting our time.—
You are receiving this because you were mentioned.
Reply to this email directly or view it on GitHub
https://github.com/godotengine/godot/issues/3996#issuecomment-217865933
Also, you look depressed. Cheer-up, even though 3.0 is a lie, we all still
have a shred of hope in our hearts.
On Wed, May 11, 2016 at 5:29 PM, Sergey Lapin [email protected] wrote:
People use all kinds of stuff for "production". Unless you limit scope you
limit scope of what you say it is true. Godot is not ready to produce 3D
games with complex animations.
.tscn frmat is not ready to be used for 3D scenes. Godot vehicle physics
have very limited use and not ready for real usage. Godot 3D physics is not
ready for complex scenery,
this includes collision system. All that doesn't mean Godot is not ready
for 2D production use, and Godot 3D is good for static scenes and FF7-style
graphics, and if you do
all your 3D animations in "traditional" way (i.e. no animation blending),
and you don't have 10 characters on screen at the same time, it is ready
for production too.
But scene file format is different. You don't want to save your assets to
it and find it breaks or doesn't work right for you, or loses data, as long
as you save any scenery to it.
Whatever the effectiveness there is you should not lose data saving to it
as long as it is produced by Godot editor and tools. This leads to
uncertainty, also you have ..scn which
is bad but works and never lose data. This just prints "don't use .tscn
unless you're ready to lose data", there are known bugs in it and there are
no any reasonable plans about fixing them.
If you feel adventurous, please help with testing, but if you want to
store production stuff, stick with .scn for now.On Mon, May 9, 2016 at 4:37 PM, Rémi Verschelde [email protected]
wrote:I think .tscn is just not ready for production yet
Care to argument? Many users are using it for production just fine. It
has a couple of bugs of course, but by this logic let's say that "I think
Godot is just not ready for production yet" and stop wasting our time.—
You are receiving this because you were mentioned.
Reply to this email directly or view it on GitHub
https://github.com/godotengine/godot/issues/3996#issuecomment-217865933
something that doesn't exist can't be a lie.. it's just a promise
Well, I know cake actually probably did exist. But I still can't believe in
3.0
The reasons:
On Wed, May 11, 2016 at 5:42 PM, Juan Linietsky [email protected]
wrote:
something that doesn't exist can't be a lie.. it's just a promise
—
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solved by 29177e1e9b2644cfa2d5efe6fcfe2605b84ed68c?
@djrm you are right :+1:
this is already the default, closing
oh you won
Most helpful comment
Care to argument? Many users are using it for production just fine. It has a couple of bugs of course, but by this logic let's say that "I think Godot is just not ready for production yet" and stop wasting our time.