Load main scene if defined when running editor from the command line
If no main scene is defined, or if it's an empty string, the previous behaviour will still be used, i.e. launch the project manager. A small fix was also added not to maximize the window when opening the project manager via -editor (i.e. "godot" and "godot -e" will behave the same when no project is in the path). Fixes #2869.
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2 changed files with 2 additions and 7 deletions
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@ -432,7 +432,6 @@ Error Main::setup(const char *execpath,int argc, char *argv[],bool p_second_phas
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} else if (I->get()=="-e" || I->get()=="-editor") { // fonud editor
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editor=true;
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init_maximized=true;
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} else if (I->get()=="-nowindow") { // fullscreen
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OS::get_singleton()->set_no_window_mode(true);
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@ -649,6 +648,7 @@ Error Main::setup(const char *execpath,int argc, char *argv[],bool p_second_phas
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if (editor) {
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main_args.push_back("-editor");
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init_maximized=true;
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use_custom_res=false;
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}
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@ -1093,7 +1093,7 @@ bool Main::start() {
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#endif
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if(script=="" && game_path=="" && !editor && String(GLOBAL_DEF("application/main_scene",""))!="") {
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if(script=="" && game_path=="" && String(GLOBAL_DEF("application/main_scene",""))!="") {
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game_path=GLOBAL_DEF("application/main_scene","");
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}
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@ -624,11 +624,6 @@ void ProjectManager::_open_project_confirm() {
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args.push_back("-editor");
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const String &selected_main = E->get();
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if (selected_main!="") {
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args.push_back(selected_main);
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}
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String exec = OS::get_singleton()->get_executable_path();
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OS::ProcessID pid=0;
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