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-rw-r--r--core/io/file_access_pack.cpp2
-rw-r--r--core/project_settings.cpp28
-rw-r--r--core/reference.cpp4
3 files changed, 23 insertions, 11 deletions
diff --git a/core/io/file_access_pack.cpp b/core/io/file_access_pack.cpp
index d38d09c6bb..ca66b34e17 100644
--- a/core/io/file_access_pack.cpp
+++ b/core/io/file_access_pack.cpp
@@ -144,7 +144,7 @@ bool PackedSourcePCK::try_open_pack(const String &p_path) {
uint32_t magic = f->get_32();
if (magic != 0x43504447) {
- //maybe at he end.... self contained exe
+ //maybe at the end.... self contained exe
f->seek_end();
f->seek(f->get_position() - 4);
magic = f->get_32();
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");
diff --git a/core/reference.cpp b/core/reference.cpp
index 7b5145184a..1984af9a34 100644
--- a/core/reference.cpp
+++ b/core/reference.cpp
@@ -70,7 +70,7 @@ bool Reference::reference() {
if (get_script_instance()) {
get_script_instance()->refcount_incremented();
}
- if (instance_binding_count > 0) {
+ if (instance_binding_count > 0 && !ScriptServer::are_languages_finished()) {
for (int i = 0; i < MAX_SCRIPT_INSTANCE_BINDINGS; i++) {
if (_script_instance_bindings[i]) {
ScriptServer::get_language(i)->refcount_incremented_instance_binding(this);
@@ -91,7 +91,7 @@ bool Reference::unreference() {
bool script_ret = get_script_instance()->refcount_decremented();
die = die && script_ret;
}
- if (instance_binding_count > 0) {
+ if (instance_binding_count > 0 && !ScriptServer::are_languages_finished()) {
for (int i = 0; i < MAX_SCRIPT_INSTANCE_BINDINGS; i++) {
if (_script_instance_bindings[i]) {
bool script_ret = ScriptServer::get_language(i)->refcount_decremented_instance_binding(this);