Godot version:
3.2 Beta 2
OS/device including version:
Issue description:
Godot.File methods such as get_len()
and get_buffer(int)
return/take 32 bit signed integers, meaning over ~2GB files cannot be read
Steps to reproduce:
Minimal reproduction project:
Related to #288
There's PR to address this #27247
What kind of game asset is over 2GB?
What kind of game asset is over 2GB?
That's not really relevant to the issue, but anyway:
$ du -sh projects/tps-demo/level/geometry/demolevel.dae
322M projects/tps-demo/level/geometry/demolevel.dae
That's just for the very small TPS demo level. Not 2GB, but not that far from this order of magnitude.
And more importantly, .pck
packages can definitely be over 2GB: #27168.
Well, for your tetris you don't need this, I'm sure. But "not all games need this" banner is a bit rugged now, don't you think?
In general why set limits when you don't have to?
Also limits like this hit in unusual cases, when, for example you use Godot as a tool to prepare your game assets (you have a city in blend file, you export it and then generate all lods/annotation/paths, split it into chunks for loading in Godot as part of import process. This way you don't need to patch engine too much to implement tooling required to do your job. If you need to patch engine for everything, then what remains?
But I wonder that even this small limitaton relaxation has its resistance, imagine how hard it s to "sell" new features to people who don't want anything.
Closing as superseded by https://github.com/godotengine/godot-proposals/issues/400 to keep everything in one place.
Most helpful comment
What kind of game asset is over 2GB?