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Fixed loading package from resource folder, exporting textures to bundle and added a bit of feedback for a debug compile
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@@ -262,6 +262,11 @@ Error ProjectSettings::setup(const String &p_path, const String &p_main_pack) {
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if (_load_settings("res://project.godot") == OK || _load_settings_binary("res://project.binary") == OK) {
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_load_settings("res://override.cfg");
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#ifdef DEBUG_ENABLED
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} else {
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// when debug version of godot is used, provide some feedback to the developer
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print_line("Couldn't open project over network");
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#endif
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}
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return OK;
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@@ -279,6 +284,12 @@ Error ProjectSettings::setup(const String &p_path, const String &p_main_pack) {
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if (_load_settings("res://project.godot") == OK || _load_settings_binary("res://project.binary") == OK) {
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//load override from location of the main pack
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_load_settings(p_main_pack.get_base_dir().plus_file("override.cfg"));
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#ifdef DEBUG_ENABLED
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// when debug version of godot is used, provide some feedback to the developer
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print_line("Successfully loaded " + p_main_pack + "/project.godot or project.binary");
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} else {
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print_line("Couldn't load/find " + p_main_pack + "/project.godot or project.binary");
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#endif
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}
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return OK;
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@@ -286,12 +297,43 @@ Error ProjectSettings::setup(const String &p_path, const String &p_main_pack) {
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//Attempt with execname.pck
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if (exec_path != "") {
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bool found = false;
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if (_load_resource_pack(exec_path.get_basename() + ".pck")) {
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// get our filename without our path (note, not using exec_path.get_basename anymore because not all file systems have dots in their file names!)
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String filebase_name = exec_path.get_file();
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// try to open at the location of executable
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String datapack_name = exec_path.get_base_dir().plus_file(filebase_name) + ".pck";
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if (_load_resource_pack(datapack_name)) {
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found = true;
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} else {
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#ifdef DEBUG_ENABLED
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// when debug version of godot is used, provide some feedback to the developer
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print_line("Couldn't open " + datapack_name);
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#endif
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datapack_name = filebase_name + ".pck";
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if (_load_resource_pack(datapack_name)) {
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found = true;
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#ifdef DEBUG_ENABLED
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} else {
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// when debug version of godot is used, provide some feedback to the developer
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print_line("Couldn't open " + datapack_name);
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#endif
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}
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}
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// if we opened our package, try and load our project...
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if (found) {
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if (_load_settings("res://project.godot") == OK || _load_settings_binary("res://project.binary") == OK) {
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//load override from location of executable
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// load override from location of executable
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_load_settings(exec_path.get_base_dir().plus_file("override.cfg"));
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#ifdef DEBUG_ENABLED
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// when debug version of godot is used, provide some feedback to the developer
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print_line("Successfully loaded " + datapack_name + "/project.godot or project.binary");
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} else {
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print_line("Couldn't load/find " + datapack_name + "/project.godot or project.binary");
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#endif
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}
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return OK;
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@@ -312,6 +354,12 @@ Error ProjectSettings::setup(const String &p_path, const String &p_main_pack) {
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if (_load_settings("res://project.godot") == OK || _load_settings_binary("res://project.binary") == OK) {
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_load_settings("res://override.cfg");
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#ifdef DEBUG_ENABLED
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// when debug version of godot is used, provide some feedback to the developer
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print_line("Successfully loaded " + resource_path + "/project.godot or project.binary");
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} else {
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print_line("Couldn't load/find " + resource_path + "/project.godot or project.binary");
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#endif
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}
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return OK;
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@@ -337,6 +385,12 @@ Error ProjectSettings::setup(const String &p_path, const String &p_main_pack) {
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candidate = current_dir;
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found = true;
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break;
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#ifdef DEBUG_ENABLED
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// when debug version of godot is used, provide some feedback to the developer
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print_line("Successfully loaded " + current_dir + "/project.godot or project.binary");
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} else {
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print_line("Couldn't load/find " + current_dir + "/project.godot or project.binary");
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#endif
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}
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d->change_dir("..");
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