Merge pull request #11482 from BastiaanOlij/osx_fix_project_dir

Comment out code that is causing project loading to fail on osx

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This commit is contained in:
Rémi Verschelde 2017-09-23 16:59:13 +02:00 committed by GitHub
commit 18e453baf3
1 changed files with 12 additions and 0 deletions

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@ -1734,6 +1734,16 @@ String OS_OSX::get_executable_path() const {
} }
String OS_OSX::get_resource_dir() 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 // start with our executable path
String path = get_executable_path(); String path = get_executable_path();
@ -1742,6 +1752,8 @@ String OS_OSX::get_resource_dir() const {
return OS::get_resource_dir(); return OS::get_resource_dir();
return path.substr(0, pos) + "/Contents/Resources/"; return path.substr(0, pos) + "/Contents/Resources/";
*/
return OS::get_resource_dir();
} }
// Returns string representation of keys, if they are printable. // Returns string representation of keys, if they are printable.