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Well, for your tetris you don't need this, I'm sure. But "not all games need this" banner is a bit rugged now, don't you think?
In general why set limits when you don't have to?
Also limits like this hit in unusual cases, when, for example you use Godot as a tool to prepare your game assets (you have a city in blend file, you export it and then generate all lods/annotation/paths, split it into chunks for loading in Godot as part of import process. This way you don't need to patch engine too much to implement tooling required to do your job. If you need to patch engine for everything, then what remains?
But I wonder that even this small limitaton relaxation has its resistance, imagine how hard it s to "sell" new features to people who don't want anything.
Godot version:
3.2 Beta 2
OS/device including version:
Issue description:
Godot.File methods such as
get_len()
andget_buffer(int)
return/take 32 bit signed integers, meaning over ~2GB files cannot be readSteps to reproduce:
Minimal reproduction project:
Related to #288
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