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authorRémi Verschelde <rverschelde@gmail.com>2021-06-16 19:08:29 +0200
committerRémi Verschelde <rverschelde@gmail.com>2021-06-16 19:11:08 +0200
commitaa2215e6810f9d2f50552a1de7a688e3ac13a4ae (patch)
tree78577e002576b5d9f44c43417804303a746345ac /doc/classes/VSplitContainer.xml
parent48fe9c97948f44125e68f3b8f67eaaf032c763bd (diff)
Main: Fixup bogus fallback to project manager with more bolognese
WARNING: Hacks everywhere! The logic in `main.cpp` is due a full rewrite as it's extremely hacky, splitting argument parsing over several functions, with a mess of global state and assumptions about what combinations of arguments or lack thereof should mean in terms of what we want to read: game, editor, project manager, or command line tools such as `--doctool`, `--export` or `--script`. Until this is fully rewritten, this patch hacks things some more to ensure that we don't fall back to the project manager in cases where it's not warranted, and especially not *too late*, as it can mean that we haven't properly initialized stuff like `EditorPaths` needed by the PM (which in turn impacts what kind of path will be used for logs and the shader cache, etc... the rabbit hole goes deep). Fixes #41435. Fixes #49392. Fixes #49658. Fixes https://github.com/godotengine/godot/issues/38202#issuecomment-773158477.
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