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@@ -21,9 +21,9 @@ included. If a resource has sub-resources that are built-in, the resource is
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saved in a single file together with all the bundled sub-resources. For
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example, a font resource is often bundled together with the font textures.
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-The Godot file system avoids using metadata files. Existing asset managers and VCSs
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-are better than anything we can implement, so Godot tries its best to play along
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-with SVN, Git, Mercurial, Perforce, etc.
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+The Godot file system avoids using metadata files. Existing asset managers and VCSs
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+are better than anything we can implement, so Godot tries its best to play along
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+with Subversion, Git, Mercurial, etc.
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Example of file system contents:
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@@ -38,12 +38,12 @@ Example of file system contents:
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project.godot
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-------------
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-The ``project.godot`` file is the project description file, and it is always found
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+The ``project.godot`` file is the project description file, and it is always found
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at the root of the project. In fact, its location defines where the root is. This
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is the first file that Godot looks for when opening a project.
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This file contains the project configuration in plain text, using the win.ini
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-format. Even an empty ``project.godot`` can function as a basic definition of
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+format. Even an empty ``project.godot`` can function as a basic definition of
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a blank project.
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Path delimiter
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@@ -73,10 +73,10 @@ read-only and writing will no longer be permitted.
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User path
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---------
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-Writing to disk is still needed for tasks such as saving game state or
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+Writing to disk is still needed for tasks such as saving game state or
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downloading content packs. To this end, the engine ensures that there is a
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-special path ``user://`` that is always writable. This path resolves
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-differently depending on the OS the project is running on. Local path
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+special path ``user://`` that is always writable. This path resolves
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+differently depending on the OS the project is running on. Local path
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resolution is further explained in :ref:`doc_data_paths`.
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Host file system
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@@ -95,8 +95,8 @@ moving assets around (renaming them or moving them from one path to another insi
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the project) will break existing references to these assets. These references will
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have to be re-defined to point at the new asset location.
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-To avoid this, do all your move, delete and rename operations from within Godot, on
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-the FileSystem dock. Never move assets from outside Godot, or dependencies will have
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+To avoid this, do all your move, delete and rename operations from within Godot, on
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+the FileSystem dock. Never move assets from outside Godot, or dependencies will have
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to be fixed manually (Godot detects this and helps you fix them anyway, but why
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go the hard route?).
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