godotengine / godotengine/godot

Exporting to output within project folder creates pck with embedded .deps.json contents if export folder is not empty. C# version

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#96,035 4 comments 0 reactions 0 assignees View on GitHub
needs testing topic:dotnet topic:export
Dominant language
C++
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Description

### Tested versions

Tested in latest 4.3 C# release 64-bit.

### System information

Godot v4.3.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1650 SUPER (NVIDIA; 32.0.15.5599) - AMD Ryzen 3 3100 4-Core Processor (8 Threads)

### Issue description

if i have a C# project say d:\godotprojects\helloworld and if i export to d:\godotprojects\helloworld\export\ , the first time I get proper .pck file , say 10kb if the export folder is blank. But if I export again (no changes to settings or code) to the same export folder, it will create 40kb .pck file because *.deps.json gets embedded into the .pck file.

This does not happen if i export to folders outside of d:\godotprojects\helloworld\

### Steps to reproduce

Just a simple 2D project, create a button, and a sprite2d. Attach script to scene, connect event to button to turn sprite visible/invisible by toggling the .visible property.

Must be C# code.

### Minimal reproduction project (MRP)

```cs
using Godot;
using System;

public partial class main : Node2D
{
// Called when the node enters the scene tree for the first time.
public override void _Ready()
{
}

// Called every frame. 'delta' is the elapsed time since the previous frame.
public override void _Process(double delta)
{
}

private void _on_button_pressed()
{
// Replace with function body.
Sprite2D sprite = GetNode("logo");
sprite.Visible = !sprite.Visible;
}
}
```

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