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Allow system certs file to be used by Editor.
Note, it will only used by the Editor, not when running the game. This allows package maintainer to compile Godot to use system installed certificates when accessing the AssetLib.
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@@ -73,6 +73,7 @@
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#include "editor/doc/doc_data.h"
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#include "editor/doc/doc_data_class_path.gen.h"
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#include "editor/editor_node.h"
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#include "editor/editor_settings.h"
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#include "editor/project_manager.h"
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#endif
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@@ -756,7 +757,6 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
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if (editor) {
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packed_data->set_disabled(true);
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globals->set_disable_feature_overrides(true);
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StreamPeerSSL::initialize_certs = false; //will be initialized by editor
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}
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#endif
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@@ -1595,6 +1595,7 @@ bool Main::start() {
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sml->set_use_font_oversampling(font_oversampling);
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} else {
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GLOBAL_DEF("display/window/stretch/mode", "disabled");
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ProjectSettings::get_singleton()->set_custom_property_info("display/window/stretch/mode", PropertyInfo(Variant::STRING, "display/window/stretch/mode", PROPERTY_HINT_ENUM, "disabled,2d,viewport"));
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GLOBAL_DEF("display/window/stretch/aspect", "ignore");
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@@ -1654,6 +1655,10 @@ bool Main::start() {
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}
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if (!project_manager && !editor) { // game
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// Load SSL Certificates from Project Settings (or builtin)
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StreamPeerSSL::load_certs_from_memory(StreamPeerSSL::get_project_cert_array());
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if (game_path != "") {
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Node *scene = NULL;
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Ref<PackedScene> scenedata = ResourceLoader::load(local_game_path);
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@@ -1686,6 +1691,15 @@ bool Main::start() {
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sml->get_root()->add_child(pmanager);
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OS::get_singleton()->set_context(OS::CONTEXT_PROJECTMAN);
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}
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if (project_manager || editor) {
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// Load SSL Certificates from Editor Settings (or builtin)
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String certs = EditorSettings::get_singleton()->get_setting("network/ssl/editor_ssl_certificates").operator String();
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if (certs != "")
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StreamPeerSSL::load_certs_from_file(certs);
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else
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StreamPeerSSL::load_certs_from_memory(StreamPeerSSL::get_project_cert_array());
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}
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#endif
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}
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