-
-
Notifications
You must be signed in to change notification settings - Fork 21k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Fix command line --editor --quit not properly making .godot/ import folder. #68461
Fix command line --editor --quit not properly making .godot/ import folder. #68461
Conversation
1337699
to
c628ea2
Compare
d6da29c
to
b2cd4dc
Compare
Looks good, but I wonder if this would break some workflows where users actually want to quit ASAP regardless of import status. An alternative could be to implement an actual |
Agreed, I think @reduz should take a look actually too just to see if this is 100% correct too (my approach in the PR) |
I'd also prefer having an explicit |
Just wanted to chime in here with my really stupid workaround for this problem: monitor-import.sh:
Then in our dockerfile:
Basically we open the project in the editor, wait a few seconds, then monitor CPU usage until it falls below 10%, at which point we can be fairly certain importing has finished so we kill the process and then build as normal. Like I said, it's stupid, but it's working for us so far. Would love for this to be unnecessary. |
I'll remake with the --import option tomorrow ™️ |
There IS still a texture packing issue that I haven't been able to fix with --headless |
We tried merging this downstream on our fork of Godot, and it broke things. We likely need a better approach here. The proposed |
Yeah, we need to fix another two issues and open proper issues with MRP:
To bypass the second issue we are using a GPU runner to allow us to run the game without headless. The first issue didn't have a workaround. |
Only marginally related to the PR (as i've only tested on Beta14), but i noticed that fonts especially pose an issue when importing. Fortunately versioning (or downloading) only files within the .godot Folder from these"root-causes" makes the build process work again. Obviously less than ideal, but at least automation is restored that way easily. |
Tomorrow has come, I'm now resuming work on this. |
Doing more on this today and should update this PR. I found an issue where it will hang the editor headlessly but not with a renderer |
See #73595 which might partially overlap with what this PR aims to do. |
b28592f
to
8ea70cb
Compare
8ea70cb
to
05c5ef4
Compare
@RevoluPowered Are you still working on this? If not, I might take a stab at this using an alternative approach suggested here, where
|
@myaaaaaaaaa No, we are not working on this, you can take it. An |
Superseded by #90431. Thanks for the contribution! |
The problem we had which this fixes:
We wanted to generate the ./.godot/ for a large game.
This command would then run and quit on first iteration, this is wrong for the context as the scanning is still running in the background. Meaning you'd have a half completed .godot/ import folder.
This means you can now do this, by simply waiting until its ready to exit.