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author | RĂ©mi Verschelde <rverschelde@gmail.com> | 2017-09-23 16:59:13 +0200 |
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committer | GitHub <noreply@github.com> | 2017-09-23 16:59:13 +0200 |
commit | 18e453baf33e99a9bb7c7ea21f41212fb8587d54 (patch) | |
tree | ca5d50270e7c69aa40bfc1d82ddabd4283317c0b /platform | |
parent | bac8f6332ec1390ac1fce1fb815f52dc8f255137 (diff) | |
parent | 86c66597f36cf90890c1dcf641649f613675ebcc (diff) |
Merge pull request #11482 from BastiaanOlij/osx_fix_project_dir
Comment out code that is causing project loading to fail on osx
[ci skip]
Diffstat (limited to 'platform')
-rw-r--r-- | platform/osx/os_osx.mm | 12 |
1 files changed, 12 insertions, 0 deletions
diff --git a/platform/osx/os_osx.mm b/platform/osx/os_osx.mm index da7321d72a..2e300c963d 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. |