Print errors to console when exporting
Now you the errors when exporting via godot server binary. When exporting via non-headless godot, it is useful to have the error on the console as well. Also exit and print a list of valid export platforms when the supplied platform was not found.
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2 changed files with 14 additions and 1 deletions
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@ -3857,7 +3857,8 @@ bool EditorNode::_find_editing_changed_scene(Node *p_from) {
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void EditorNode::add_io_error(const String& p_error) {
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CharString err_ut = p_error.utf8();
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ERR_PRINT(err_ut.get_data());
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_load_error_notify(singleton,p_error);
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}
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@ -491,6 +491,18 @@ Error ProjectExportDialog::export_platform(const String& p_platform, const Strin
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Ref<EditorExportPlatform> exporter = EditorImportExport::get_singleton()->get_export_platform(p_platform);
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if (exporter.is_null()) {
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ERR_PRINT("Invalid platform for export");
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List<StringName> platforms;
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EditorImportExport::get_singleton()->get_export_platforms(&platforms);
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print_line("Valid export plaftorms are:");
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for (List<StringName>::Element *E=platforms.front();E;E=E->next())
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print_line(" \""+E->get()+"\"");
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if (p_quit_after) {
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OS::get_singleton()->set_exit_code(255);
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get_tree()->quit();
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}
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return ERR_INVALID_PARAMETER;
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}
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Error err = exporter->export_project(p_path,p_debug);
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