diff options
Diffstat (limited to 'core/project_settings.cpp')
-rw-r--r-- | core/project_settings.cpp | 28 |
1 files changed, 20 insertions, 8 deletions
diff --git a/core/project_settings.cpp b/core/project_settings.cpp index fc1a74801d..3597e2b818 100644 --- a/core/project_settings.cpp +++ b/core/project_settings.cpp @@ -83,6 +83,10 @@ String ProjectSettings::localize_path(const String &p_path) const { // `plus_file("")` is an easy way to ensure we have a trailing '/'. const String res_path = resource_path.plus_file(""); + // DirAccess::get_current_dir() is not guaranteed to return a path that with a trailing '/', + // so we must make sure we have it as well in order to compare with 'res_path'. + cwd = cwd.plus_file(""); + if (!cwd.begins_with(res_path)) { return p_path; }; @@ -343,17 +347,17 @@ Error ProjectSettings::_setup(const String &p_path, const String &p_main_pack, b return err; } - // Attempt with exec_name.pck - // (This is the usual case when distributing a Godot game.) - - // Based on the OS, it can be the exec path + '.pck' (Linux w/o extension, macOS in .app bundle) - // or the exec path's basename + '.pck' (Windows). - // We need to test both possibilities as extensions for Linux binaries are optional - // (so both 'mygame.bin' and 'mygame' should be able to find 'mygame.pck'). - String exec_path = OS::get_singleton()->get_executable_path(); if (exec_path != "") { + // Attempt with exec_name.pck + // (This is the usual case when distributing a Godot game.) + + // Based on the OS, it can be the exec path + '.pck' (Linux w/o extension, macOS in .app bundle) + // or the exec path's basename + '.pck' (Windows). + // We need to test both possibilities as extensions for Linux binaries are optional + // (so both 'mygame.bin' and 'mygame' should be able to find 'mygame.pck'). + bool found = false; String exec_dir = exec_path.get_base_dir(); @@ -375,6 +379,14 @@ Error ProjectSettings::_setup(const String &p_path, const String &p_main_pack, b } } + // Attempt with PCK bundled into executable + + if (!found) { + if (_load_resource_pack(exec_path)) { + found = true; + } + } + // If we opened our package, try and load our project if (found) { Error err = _load_settings_text_or_binary("res://project.godot", "res://project.binary"); |