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godot-4-importality's Issues

Is there a way to Trim imports?

Title. Latest Aseprite (1.3.2) and Godot (4.2.1) versions.

image

Also, why are the frame durations all set to 0.1 and 1 FPS? That's not how it's set in Aseprite.
Also, is there any sort of layer control? It looks like it's just defaulting to visible layers in the Aseprite document.

I've gone through every bit of documentation I can find on this plugin, and there really just isn't sufficient explanation about what this import is supposed to do exactly or how to get it to do whatever that is. It's currently faster and easier to just do the exports manually out of aseprite, so I hope I'm just being a dingus and doing things wrong.

Error when importing Pixelorama PXO

I try to import a PXO file and get this error:

modules/webp/webp_common.cpp:122 - Condition "size <= 0" is true. Returning: Ref()
scene/resources/texture.cpp:695 - Condition "img.is_null() || img->is_empty()" is true. Returning: Ref()
Failed loading resource: res://.godot/imported/folder.pxo-8983d86a9db3ffb31598b684b249353e.ctex. Make sure resources have been imported by opening the project in the editor at least once.
Failed loading resource: res://folder.pxo. Make sure resources have been imported by opening the project in the editor at least once.

folderpxo.zip
This is Godot 4.1 stable, both Windows on Mono and Standalone

Transfer the sprite sheet packing from the Aseprite functionality to Importality internal algorithm

Aseprite sometimes has bugs when packing the sprite sheete, related to spacings between the sprites and the edges of the atlas.

The Issue at Aseprite repository

For example, a free set of template animations by the author Zeggy, which can be downloaded from itch.io, Aseprite packs the sprite sheet incorrectly if you specify options:

  • Sheet Type: Packed
  • Trim Cels: True
  • Border Padding: 1
  • Spacing (Shape Padding): 1

image

In the picture below, I filled the entire area not used by the sprites with blue, and the places where the sprites are in contact with each other and with the borders of the atlas became visible.

ASEPRITE_BUG

Settings not showing in Godot v4.2.1

Hi,

thank you for your plugin, it works beautifully!

I have an issue, I started working on my game with the steam version. I installed the plugin there, and it worked as expected.

Now I switched to a fixed release, for more control, and am using the 4.2.1, published on Archlinux. I also checked that the problem is present when download the 4.2.1 directly from the website and opening my project.

When I try to input the path to my aseprite installation, I can not - the settings do not show

image

The plugin is installed, and activated:

image

Am I doing something stupid, here? Shouldn't the Importality setting appear under the General Project Settings? At least following the documentation it looks like it:
https://github.com/nklbdev/godot-4-importality/wiki

Thank you in advance,

Cheers

Benjamin

Rework borders (edge artifacts avoidance methods)

Make borders more abstract and customizable:

  • Expansion for each sprite (and color: nearest or custom)
  • Margin around each sprite and its expansion (and color: nearest or custom)
  • Atlas edges inner margin (padding) (and color: only custom)
  • Distance between sprites with their margins (spacing between eachother) (and color: only custom)
  • Distance between sprites with their margins and atlas edges inner margin (padding) (and color: only custom)

Color filling:

  • Nearest sprite pixel color
  • Custom color

Use `EditorSettings` instead of `ProjectSettings`.

Most of settings for this addon seam to be only for the paths to executables. Using Editor Settings instead of Project Settings would work better for teams who use different operating systems.

I think it should be as simple as replacing every instance of ProjectSettings with EditorSettings in project_setting.gd.

Can't setup plugin in Godot 4.2 beta 5.

Upon installing via the AssetLib and enabling the plugin, there are no Importality settings under the advanced genera project settings when using Godot 4.2 beta 5.

Settings completely missing from the menu

Version: Godot_v4.1.3-stable_linux

To reproduce:

  1. Add plugin a project using AssetLib. Enable.
  2. Restart editor
  3. Search for Importality in the project settings, toplevel general
  4. Notice that it's not there

I'm getting the error The project settging "importality/aseprite_or_libre_sprite_command" is not specified!Specify it in Projest Settings -> General -> Importality. in the output console so the editor is definitely loading the plugin. Manually specifying the setting does not seem to work either.

Lots of errors, can't seem to figure out how to add the imported Aseprite file to the Godot scene

On Godot 4.1.1 stable, Windows:

After I installed and enabled the plugin I saved a basic Aseprite Animation (created as a new file, all defaults, just added 4 frames) into the res folder. I then selected the *.aseprite file and in the Import tab I switched to the "Aseprite -> Sprite with AnimationPlayer" preset. I let Godot save and restart and after the restart I tried to drag the *.aseprite file onto the Scene Panel top node of a new scene. This did not work. Then I noticed this wall of red errors:

image

I just closed Godot, restarted and tried again in a new scene, and I noticed there are no errors in the beginning, also none when clicking the *aseprite file, but this block appears as soon as I try to click-drag the aseprite file:

image

Aseprite File I used:
Sprite-0002.zip

Pixelorama imported as SpriteFrames results in empty frames

On the latest master branch of Godot the add-on currently works without errors. However, when I try to import a .pxo file as SpriteFrames it generates the object without the actual sprites:

image

Do you know if this is a regression your end? Any help is appreciated. If you want, I can also provide the .pxo file.

Multiple Imports mess up the output

What's the Issue
Importing multiple files at once messes up the rest.
So, I don't know if this is a problem with the plugin or Godot itself, I've no experience of plugins. When I import multiple files, Godot messes up the results, File A shows up as File B until reimported separately. The most I can figure out is the temp data gets removed during the import process while the next file is being processed. There is an error for unreadable files (see screenshot). In the project, if you select all of the files and hit import, it'll mess up the result.
image
Minimal Reproduction Project
Aseprite Multi Import Issue.zip

Error 196608 - Krita -> AnimatedSprite2D

./core/variant/variant_utility.cpp:905 - Export is failed. Errors chain:
Export error: 21 (Query failed), description: "An error occurred while executing the Krita command. Process exited with code -196608:
Command: powershell
Argument: -File
Argument: E:\Godot\Plugins\PowerShellScript\runs_with_saved_creds.ps1
Argument: E:\Godot\Plugins\PowerShellScript\creds.txt
Argument: C:\Program Files\Krita (x64)\bin\krita.com
Argument: --export-sequence
Argument: --export-filename
Argument: R:\TEMP/img.png
Argument: R:\TEMP/img.kra"
Error importing 'res://Assets/Animations/test.kra'.

image

image

Aseprite (and others) in CICD

If I want to export the Godot game using GitHub/GitLab CICD how does this work with this tool? It seems like I can develop locally just fine but when trying to use this tool in the CICD it can't work due to missing aseprite.exe when it tries to generate the imported files. This applies to any other format which requires something to perform the conversion.

Maybe I am missing something here or there are alternatives like including my .godot/imported folder to git (from my understanding this isn't recommended but I don't know why). I could also build and install Aseprite in the CICD perhaps.

Aseprite textures need reimport when cooperating developing

I use the raw .aseprite format file as Texture source, and git for cooperating. After we push and fetch some modified or new files, the textures became messed up, we need to reimport them to make it work.

The ResourcePreview is wrong, either. For example, the power buff Icon texture became to the tileset texture. (the icon size is 16X16 rather than 192X192). Reimport can't resolve preview error, but I can change a pixel in Aseprite to make the resource preview refresh to correct preview.
image

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