opened
blurymind
username_0
This new command allows gdevelop's newIde to automatically scan the game project folder  for new resources and if they havent been added to the resource list, add them. 

It is of course optional and it does not in any way negate gdevelop's current design.

It is useful in some cases :)
![scanresourcesgd](https://user-images.githubusercontent.com/6495061/45394083-d4ccbc80-b626-11e8-879d-1b3be93d2730.gif)
Add ability to scan for image resources
issue
created
4ian
username_1
Good job on making this, I will check this :)

For the button position, I think we could have it as a toolbar option. In fact in GD4, there was a button in the ribbon (using this image https://github.com/username_1/GDevelop/blob/master/Binaries/Output/Release_Windows/res/ribbon_default/deleteunknown32.png) that was used to scan the project and delete useless resources.
(Would be interesting to have this feature later too in GD5, it's a matter of calling `gd.ProjectResourcesAdder.getAllUselessImages` and then showing a dialog to let the user check/uncheck the images to be really removed).
I think it could be interested to have the "scan project for files" button in the toolbar too. The only thing is that we don't have an icon for this, but we could mix the [search icon](https://github.com/username_1/GDevelop/blob/master/Binaries/Output/Release_Windows/res/ribbon_default/search32.png) with the [image icon](https://github.com/username_1/GDevelop/blob/master/Binaries/Output/Release_Windows/res/ribbon_default/image32.png) (the search would be small and on the bottom-right corner).

I mention this because this feature is a bit the opposite of this one, so would be great for the user to have both. We can also have both in the context menu if you're not convinced that the toolbar is a good position.
comment
created
4ian
username_1
I'm not sure about this, you would have to add this to every single exporter? Also I think this is something that should be done before export.

Export dialog is done for export, and option related to this, but I think resource management should stay in the Resources Editor.
comment
created
blurymind
username_0
Ah ok. I will add it to the resource manager first of course :)
comment
created
4ian
username_1
Let's start by a first inside the resource manager, then we'll see later if we can improve the export dialog to add an optional "Export configuration" or "Export settings" dialog, where you can choose to check this automatic optimization and others (like minification of the code in the feature, etc...).

I think this will need a new dialog so that's why I'm telling it can be done later :)
comment
created
blurymind
username_0
Good point. :) I will go for the lower hanging fruits.
Minify option would be quite nice to have. I wonder what the impact on performance would be after we add those :}
comment
created
4ian
username_1
Performance won't change a lot - though minification could help a bit but nothing noticeable (at least on desktop).
For games that are on websites, this will help reduce their size, which can be very important though for avoiding players waiting too long/abandoning after a few seconds of loading.
comment
created
blurymind
username_0
Mobile games on the app stores also have a limit of 50mb file size I think. Not sure if it was increased in recent years
comment
created
blurymind
username_0
I need some more time to add relative path names to piskel saving and it is almost ready :) 
Will try to finish it tomorrow. The code in piskel can do with some clean up
comment
created
blurymind
username_0
Hi @username_1 any idea how to call ProjectResourcesAdder with js?
I can see its in the gd class
comment
created
4ian
username_1
Yep, it's because if some parameter is missing when calling one method of GDJS, very bad thing will happen (memory corruption basically, crash at best, silent error then crash later at worst). In case of doubt you can double check in the file that I've linked what are the arguments :)
comment
created
blurymind
username_0
@username_1 thank you for the link :)
I pushed the fix commits. It's ready for review
comment
created
blurymind
username_0
Thank you @username_1 .All changes now applied :)
comment
created
blurymind
username_0
@username_1 I tried to log into it a few days ago and it gave me 2 builds per day and the prices :) 
I think I had it for a while, but something happened

Thank you for taking the time to review and explain some things. I learn  something new every time :)
comment
created
4ian
username_1
Are you using username_0 at gmail ? This should have a GDevelop Pro subscription.
comment
created
blurymind
username_0
@username_1 I am.. this is strange. It's showing it as pro now. 
Some times maybe it doesn't sign in properly?
Not sure what happened before :) 

In any case, thank you for the pro account. Gdevelop is awesome!
comment
created
4ian
username_1
It's possible that the authentication expires after some time, so you weren't logged anymore. Would have to check Firebase (which is used to handle authentication) documentation about this :)
comment
created
blurymind
username_0
I think it happened after I signed in. But you are right about authentication expiring. It did expire and when I logged back in the pro was lost for a bit. I haven't tested the export extensively yet, but intend to  :D 

Was thinking of trying android export with @Wend1go 's recent sensor extension
comment
created
4ian
username_1
Sure, give it a try! :) I still have improvements to do like fullscreen on Android
comment
created
zatsme
username_2
Are you doing anything with sound on android?  If I have sound in preview at the volume I like and then export, it's distorted and loud on android. I'm not needing to export to android right now, but this needs looking at I think.
comment
created
zatsme
username_2
I'd thought it was a known issue...  I'll try to experiment when I can but I'd be surprised if its just me 😳
comment