Comments (4)
See Project organization - Case sensitivity.
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. Attach new scripts in popup using the path "/scripts" (note use lowercase 's')
How did you achieve this? Did you manually enter the path in the text field?
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Yes, I manually typed it in. I was double clicking the default folder (e.g. Scenes) then typing "scripts". Being lazy, I was not capitalizing the 's' since it worked.
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@dalexeev, thanks. Sorry, I missed the message. The section specifies that issues may occur when exporting projects. I am still learning Godot so maybe I am missing something.
However, setting the case-sensitivity in Windows (as per your link) avoids the problem from happening (i.e. Godot does not recognize "scripts" and "Scripts" as the same path).
I still feel this is odd behaviour. I was trying to find a suggestion, but I have no C++ experience and no experience with Godot source code. I reviewed some parts of the source code.
My thinking was to have the ScriptCreateDialog::_path_changed set the path equal to whatever the path actually is (e.g. check if the path exists, then read back the path from the OS). So, if a user enters ".../scripts/..." and the folder is ".../Scripts/..." (and, Unix, "scripts" does not exist), the text field would display ".../Scripts/...". The main thing I am not sure about is how can you say "what is the path for this path"...Seems like a weird thing to do and not sure if it is supported. Some googling suggests it is, but as mentioned, I have no real experience.
I noticed there are different classes for Windows and Linux for the directory access, so maybe there could be a function in there to return the path? Unix would just return whatever path was passed in. Function could be called when directory exists.
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