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Pass default values to rcedit to distinguish exported projects from the engine#75705

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vaporvee wants to merge 1 commit intogodotengine:masterfrom
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Pass default values to rcedit to distinguish exported projects from the engine#75705
vaporvee wants to merge 1 commit intogodotengine:masterfrom
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@vaporvee
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@vaporvee vaporvee commented Apr 5, 2023

I gave RCEdit standard values for Windows exports so it doesn't show up as "Godot Engine" in Task Manager when there are no overwrites in export. For continuity i also gave the other file details empty or standard values and i fixed the "file_verion" variable name typo.
This PR was remade because i destroyed the old one really hard with github (sorry btw)
This PR is relevant to #29569

@vaporvee vaporvee requested a review from a team as a code owner April 5, 2023 17:49
@Chaosus Chaosus added this to the 4.1 milestone Apr 6, 2023
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vaporvee commented Apr 6, 2023

Also i'm not sure about the other values that are not name and description. And should versions be empty or 1.0.0.0 ?

@vaporvee vaporvee deleted the branch godotengine:master April 6, 2023 17:51
@vaporvee vaporvee closed this Apr 6, 2023
@vaporvee vaporvee deleted the master branch April 6, 2023 17:51
@vaporvee vaporvee restored the master branch April 6, 2023 17:51
@vaporvee vaporvee reopened this Apr 6, 2023
@YuriSizov YuriSizov changed the title Giving RCEdit standard values (Example: it currently shows up as Godot Engine in Task Manager) Pass default values to rcedit to distinguish exported projects from the engine Apr 7, 2023
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Please amend your commit message. It should follow our guidelines. You can use the new title of this PR, for example.

I would also recommend you don't use your master branch in the future. Create feature branches and work in them. That should help you avoid issues rebasing and squashing.

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vaporvee commented Apr 7, 2023

Yeah i noticed that but thats for the future yeah i try to rename it when i have time

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vaporvee commented Apr 7, 2023

problem is when i rebase how do i update it on origin when i finished my changes locally force pushing doesn't help :/

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You push to the feature branch on your fork, force-push if you want to override. That's pretty much it, there is nothing more to it.

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vaporvee commented Apr 7, 2023

Weitd the rebase says it worked and there is "everything up to date"

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I don't think there is anything to rebase for you right now, but make sure you are rebasing against the upstream master. (Don't forget to git fetch too).

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vaporvee commented Apr 7, 2023

How do i rename the commit then when its not rebasing

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Use git commit --amend, then force push

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vaporvee commented Apr 7, 2023

The title was too long for the commit message do you also need a commit description?

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Feel free to adjust it until it fits, like "Pass default values to rcedit to distinguish exported projects".

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vaporvee commented Apr 8, 2023

is this commit message good yet?

@vaporvee vaporvee force-pushed the master branch 2 times, most recently from 658bcb1 to f61c5de Compare April 8, 2023 10:45
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We prefer that commit messages start with a verb describing what it does. Which is why I suggested "Pass default values to rcedit to distinguish exported projects". The "from the engine" part is not that important.

Hard coded default values for rcedit when resource editing is enabled
for Windows. Now it doesn't appear as "Godot Enigne"
in the file details or Task Manager.

For continuity the other file details are empty or
standard values. The "file_verion" variable name typo also got fixed.

This is relevant to godotengine#29569
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Okay i just copied your message is it good now?

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Yes, looks good :)

@YuriSizov YuriSizov modified the milestones: 4.1, 4.2 Jun 14, 2023
@AThousandShips AThousandShips modified the milestones: 4.2, 4.3 Oct 26, 2023
@AThousandShips AThousandShips modified the milestones: 4.3, 4.4 Jul 25, 2024
@Repiteo Repiteo modified the milestones: 4.4, 4.x Feb 24, 2025
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