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Godot 4 Branch always asks to save the project on open #111

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MJBrune opened this issue May 27, 2023 · 7 comments
Open

Godot 4 Branch always asks to save the project on open #111

MJBrune opened this issue May 27, 2023 · 7 comments

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@MJBrune
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MJBrune commented May 27, 2023

With the GDScript demo, just open the project and close it. Godot will ask to save the project. Seems like something is changing in the plugin but I can't tell what yet. Will debug later but wanted to get an issue open so I don't forget.

@scriptsengineer
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I'm working on a fork (https://github.com/expressobits/godot-console) with several improvements (or not) that include

  • Put godot 4 in a version that can be added as a submodule
  • Add a required prefix to a command (Same minecraft)
  • Separation of Console logic from UI (For UI to be customized by user)

My first commits of this journey fixed this unnecessary import for the addon.

@quentincaffeino
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Thank you for taking a look at it @scriptsengineer

I don't like the idea of using addons as submodules but you do you :)

Alternatively I explored the option to use pnpm(npm) as a dependency manager for godot projects and it worked nicely.

What I was working lately on is packing godot as an npm dependency ehich would ease working with it a lot.

I still have some ideas and wip stuff regarding this project in branches but let's be honest, since it has been few years since I really used godot who knows when I'm going to get back to some bigger extent than couple commits a year.

@scriptsengineer
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Can we create a discussion about npm/modules, wanted to know more about

@quentincaffeino
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Can we create a discussion about npm/modules, wanted to know more about

Sure, is something required form me or you'd post a discussion there?

@scriptsengineer
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Yes, I will create it soon, I'm just commenting because it might not be part of this issue

@MJBrune
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MJBrune commented Jun 2, 2023

My first commits of this journey fixed this unnecessary import for the addon.

I wanted to get the most minimalistic fix, it looks like your first commits of that repo are moving it into a module rather than directly addressing the issue where the engine thinks something is changing. Do you have more data on what's changing and why?

@scriptsengineer
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It would be the first commits, a reimport solved it for me, as soon as I have time I can send the PR with just the correction.

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