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Image export error and uppercase issue #6
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Thanks for letting me know! Can you download the ZIP file of this branch and test to see if that fixes it? This works on 3.3 for me, without any of the errors you mention. Install instructions:
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Hello, thanks for the plugin! |
Did you try the branch I posted? |
yes, the "test-fix1", I see a few changes in terms of spaces but the error is the same. I think the suggestion of @mutantant to add the capital C in caneldar_buttons.gd would help (at least it starts with that) |
As it is still open issue, I have found than in calendar_script.gd you have to change line 22 - 23 in func setup_calendar_icon() to this line I have also commented out func create_button_texture Hope this helps anyone |
Thanks for this plugin, it helps me a lot. And I met this message in 3.4 stable too. I tried to change line 4 to
then change line 40 to Now it's working without error msg (by the way, i have to restart the editor to make the scripts reload) |
I also had this issue. This is probably related to windows being case insensitive. I had to delete some of the files and paste the contents back into new files to fix this. |
Hey there. Great widget.
Godot 3.2.3 stable.
Installed the addon, activated it. Added the CalendarButton to the scene. Shows up as a small calendar icon. So far so good.
But when you try to run the project you get:
Parser Error: Unique global class "Calendar" already exists at path: res://addons/calendar_button/class/Calendar.gd
Also:
W 0:00:00.711 _open: Case mismatch opening requested file 'calendar.gd', stored as 'Calendar.gd' in the filesystem. This file will not open when exported to other case-sensitive platforms. <C++ Source> drivers/windows/file_access_windows.cpp:105 @ _open() <Stack Trace> calendar_buttons.gd:4 @ _init() calendar_script.gd:40 @ create_calendar_buttons() calendar_script.gd:17 @ _enter_tree()
W 0:00:00.692 load: Loaded resource as image file, this will not work on export: 'res://addons/calendar_button/btn_img/btn_32x32_03.png'. Instead, import the image file as an Image resource and load it normally as a resource. <C++ Source> core/image.cpp:1894 @ load() <Stack Trace> calendar_script.gd:30 @ create_button_texture() calendar_script.gd:22 @ setup_calendar_icon() calendar_script.gd:15 @ _enter_tree()
W 0:00:00.702 load: Loaded resource as image file, this will not work on export: 'res://addons/calendar_button/btn_img/btn_32x32_04.png'. Instead, import the image file as an Image resource and load it normally as a resource. <C++ Source> core/image.cpp:1894 @ load() <Stack Trace> calendar_script.gd:30 @ create_button_texture() calendar_script.gd:25 @ setup_calendar_icon() calendar_script.gd:15 @ _enter_tree()
Oddly, if I change
var calendar = load("res://addons/calendar_button/class/calendar.gd").new()
in caneldar_buttons.gd tovar calendar = load("res://addons/calendar_button/class/Calendar.gd").new()
(note the capital C), it runs fine, but still throws errors about exporting and the images.And it is true, as I exported and the calendar button does not display in the exported file, though it still reads clicks if you know where it is supposed to be. In other words, as the errors warn, the images for the calendar buttons are not being exported, leaving a blank button.
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