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-rw-r--r--platform/osx/os_osx.mm12
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.