From 86c66597f36cf90890c1dcf641649f613675ebcc Mon Sep 17 00:00:00 2001 From: BastiaanOlij Date: Fri, 22 Sep 2017 13:05:53 +1000 Subject: [PATCH] Comment out code that is causing project loading to fail on osx --- platform/osx/os_osx.mm | 12 ++++++++++++ 1 file changed, 12 insertions(+) diff --git a/platform/osx/os_osx.mm b/platform/osx/os_osx.mm index da7321d72a3..2e300c963de 100644 --- a/platform/osx/os_osx.mm +++ b/platform/osx/os_osx.mm @@ -1734,6 +1734,16 @@ String OS_OSX::get_executable_path() const { } String OS_OSX::get_resource_dir() const { + /* + Bastiaan Olij - I'm leaving this code commented out but in place so we can have a further discussion about this later on. + For loading the package file from the resource folder it makes more sense to make this call work in ProjectSettings::setup + instead of relying on changing the current working folder as is the case right now (see godot_main_osx.mm). + The problem is that when this function returns a value we try and load a project.godot file from this resources folder and + stop attempting to load anything else if that fails. That breaks our tools build. + One possible solution is to only apply this logic in a non-tools build with an ifdef block. + + For now however, just returning this to working condition. + // start with our executable path String path = get_executable_path(); @@ -1742,6 +1752,8 @@ String OS_OSX::get_resource_dir() const { return OS::get_resource_dir(); return path.substr(0, pos) + "/Contents/Resources/"; +*/ + return OS::get_resource_dir(); } // Returns string representation of keys, if they are printable.