Restrict the project data directory configuration
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7 changed files with 32 additions and 21 deletions
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</brief_description>
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<description>
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[EditorImportPlugin]s provide a way to extend the editor's resource import functionality. Use them to import resources from custom files or to provide alternatives to the editor's existing importers.
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EditorImportPlugins work by associating with specific file extensions and a resource type. See [method _get_recognized_extensions] and [method _get_resource_type]. They may optionally specify some import presets that affect the import process. EditorImportPlugins are responsible for creating the resources and saving them in the [code].godot/imported[/code] directory (see [member ProjectSettings.application/config/project_data_dir_name]).
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EditorImportPlugins work by associating with specific file extensions and a resource type. See [method _get_recognized_extensions] and [method _get_resource_type]. They may optionally specify some import presets that affect the import process. EditorImportPlugins are responsible for creating the resources and saving them in the [code].godot/imported[/code] directory (see [member ProjectSettings.application/config/use_hidden_project_data_directory]).
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Below is an example EditorImportPlugin that imports a [Mesh] from a file with the extension ".special" or ".spec":
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[codeblocks]
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[gdscript]
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<method name="_get_save_extension" qualifiers="virtual const">
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<return type="String" />
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<description>
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Gets the extension used to save this resource in the [code].godot/imported[/code] directory (see [member ProjectSettings.application/config/project_data_dir_name]).
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Gets the extension used to save this resource in the [code].godot/imported[/code] directory (see [member ProjectSettings.application/config/use_hidden_project_data_directory]).
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</description>
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</method>
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<method name="_get_visible_name" qualifiers="virtual const">
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