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Document how to opt-out of replacing files when loading a PCK file

This feature was added in Godot 3.2.
Hugo Locurcio 5 years ago
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commit
ab2f52baf0
1 changed files with 4 additions and 1 deletions
  1. 4 1
      getting_started/workflow/export/exporting_pcks.rst

+ 4 - 1
getting_started/workflow/export/exporting_pcks.rst

@@ -114,12 +114,15 @@ file in the directory of the games executable. The PCK file contains a
 
 
 .. warning::
 .. warning::
 
 
-    If you import a file with the same file path/name as one you already have in your
+    By default, if you import a file with the same file path/name as one you already have in your
     project, the imported one will replace it. This is something to watch out for when
     project, the imported one will replace it. This is something to watch out for when
     creating DLC or mods (solved easily with a tool isolating mods to a specific mods
     creating DLC or mods (solved easily with a tool isolating mods to a specific mods
     subfolder). However, it is also a way of creating patches for one's own game. A
     subfolder). However, it is also a way of creating patches for one's own game. A
     PCK file of this kind can fix the content of a previously loaded PCK.
     PCK file of this kind can fix the content of a previously loaded PCK.
 
 
+    To opt out of this behavior, pass ``false`` as the second argument to
+    :ref:`ProjectSettings.load_resource_pack() <class_ProjectSettings_method_load_resource_pack>`.
+
 .. note::
 .. note::
     For a C# project, you need to build the DLL and place it in the project directory first.
     For a C# project, you need to build the DLL and place it in the project directory first.
     Then, before loading the resource pack, you need to load its DLL as follows:
     Then, before loading the resource pack, you need to load its DLL as follows: