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-rw-r--r--modules/mono/mono_gd/gd_mono.cpp24
-rw-r--r--scene/3d/collision_object.cpp2
2 files changed, 23 insertions, 3 deletions
diff --git a/modules/mono/mono_gd/gd_mono.cpp b/modules/mono/mono_gd/gd_mono.cpp
index 8b9813f472..45f79074be 100644
--- a/modules/mono/mono_gd/gd_mono.cpp
+++ b/modules/mono/mono_gd/gd_mono.cpp
@@ -657,7 +657,14 @@ bool GDMono::_load_core_api_assembly() {
#ifdef TOOLS_ENABLED
// For the editor and the editor player we want to load it from a specific path to make sure we can keep it up to date
- String assembly_path = GodotSharpDirs::get_res_assemblies_dir().plus_file(CORE_API_ASSEMBLY_NAME ".dll");
+
+ // If running the project manager, load it from the prebuilt API directory
+ String assembly_dir = !Main::is_project_manager() ?
+ GodotSharpDirs::get_res_assemblies_dir() :
+ GodotSharpDirs::get_data_editor_prebuilt_api_dir().plus_file("Debug");
+
+ String assembly_path = assembly_dir.plus_file(CORE_API_ASSEMBLY_NAME ".dll");
+
bool success = FileAccess::exists(assembly_path) &&
load_assembly_from(CORE_API_ASSEMBLY_NAME, assembly_path, &core_api_assembly);
#else
@@ -688,7 +695,14 @@ bool GDMono::_load_editor_api_assembly() {
return true;
// For the editor and the editor player we want to load it from a specific path to make sure we can keep it up to date
- String assembly_path = GodotSharpDirs::get_res_assemblies_dir().plus_file(EDITOR_API_ASSEMBLY_NAME ".dll");
+
+ // If running the project manager, load it from the prebuilt API directory
+ String assembly_dir = !Main::is_project_manager() ?
+ GodotSharpDirs::get_res_assemblies_dir() :
+ GodotSharpDirs::get_data_editor_prebuilt_api_dir().plus_file("Debug");
+
+ String assembly_path = assembly_dir.plus_file(EDITOR_API_ASSEMBLY_NAME ".dll");
+
bool success = FileAccess::exists(assembly_path) &&
load_assembly_from(EDITOR_API_ASSEMBLY_NAME, assembly_path, &editor_api_assembly);
@@ -740,6 +754,12 @@ void GDMono::_load_api_assemblies() {
// The API assemblies are out of sync. Fine, try one more time, but this time
// update them from the prebuilt assemblies directory before trying to load them.
+ // Shouldn't happen. The project manager loads the prebuilt API assemblies
+ if (Main::is_project_manager()) {
+ ERR_EXPLAIN("Failed to load one of the prebuilt API assemblies");
+ CRASH_NOW();
+ }
+
// 1. Unload the scripts domain
if (_unload_scripts_domain() != OK) {
ERR_EXPLAIN("Mono: Failed to unload scripts domain");
diff --git a/scene/3d/collision_object.cpp b/scene/3d/collision_object.cpp
index 9d3e2983c4..63301fc226 100644
--- a/scene/3d/collision_object.cpp
+++ b/scene/3d/collision_object.cpp
@@ -370,7 +370,7 @@ String CollisionObject::get_configuration_warning() const {
String warning = Spatial::get_configuration_warning();
if (shapes.empty()) {
- if (warning == String()) {
+ if (!warning.empty()) {
warning += "\n\n";
}
warning += TTR("This node has no shape, so it can't collide or interact with other objects.\nConsider adding a CollisionShape or CollisionPolygon as a child to define its shape.");