From ab2f52baf01d7d65fb98fa4dc5c8d3a1ca34c9f7 Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Mon, 4 May 2020 10:00:23 +0200 Subject: [PATCH] Document how to opt-out of replacing files when loading a PCK file This feature was added in Godot 3.2. --- getting_started/workflow/export/exporting_pcks.rst | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/getting_started/workflow/export/exporting_pcks.rst b/getting_started/workflow/export/exporting_pcks.rst index 9e6988722..341d6033c 100644 --- a/getting_started/workflow/export/exporting_pcks.rst +++ b/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:: - 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 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 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() `. + .. note:: 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: