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External text editor does not open unless Godot quits #24756
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Is this still reproducible in the current master branch / latest 3.2 builds? |
I'll test this next week against a master branch build. |
I can confirm this is still happening. Here are the steps of what I did: cd godot-demo-projects/2d/finite_state_machine
git checkout eb27a35a2d5212abfc516aa3c8fcb76c907155f0
git clean -xdff
git reset --hard
# External editor option was set to ON before launching godot the first time
# Exec Path and Exec flags are empty
godot -e
# No external editor spawns as expected
# Update Exec Path and Exec Flags with correct external editor values
# Press F5 to attempt to run the game with fault GDScript
# Godot stops project as usual, but the External Editor does not open.
# Clicking on debug messages also do not open the editor -- I expected this to work at the very least
# Stop the game (F8)
# Press Ctrl-Q and exit the editor
godot -e
# Godot launches and spawns the external editor as soon as possible
# Clicking on warnings now opens the external editor like usual Also the Exec Path and Exec Flags boxes are somewhat glitchy. The text inside them sometimes disappear all of a sudden when copy-pasting the Exec Path and Exec Flags values. I could not find a way to replicate this last small issue consistently. |
For what is worth, the {col} and {line} values do not seem to work when I use the following:
Here's how the show up in
|
Can anyone still reproduce this bug in Godot 3.2.3 or any later release? |
Can confirm this is still happening in the 3.2 branch at commit 68013d2. After the faulty GDScript code is detected, Godot is still not opening up the external editor. Not even when restarting Godot now. I've updated the steps to reproduce accordingly. |
Godot version:
3.2 branch at commit 68013d2
OS/device including version:
Arch Linux x86_64 - gcc (GCC) 8.2.1 20181127
Issue description:
After trying to run the Finite State Machine example in the demos, which currently has faulty GDScript code, I expected my external editor to run but this was not the case. I placed some debugging code in
OS_Unix::execute
and turns out that theexecvp
attempt is actually another command:For some reason, whether the project was not stopped (i.e. if F8 is not pressed) or not, and Godot quits, the next time Godot opens, it attempts to run my external editor:
For some reason I also had to escape that
+
symbol with a backslash\
in the argument list within the editor.For what is worth, here's the code I placed right before the
execvp
call inOS_Unix::execute
:Steps to reproduce:
godot -e
from within the project pathgodot -e
from within the project path, the external editor still doesn't open after detecting the faulty GDScript code.Minimal reproduction project:
See the Finite State Machine example in the
godot-demo-repository
repository at commit eb27a35a2d5212abfc516aa3c8fcb76c907155f0The text was updated successfully, but these errors were encountered: