Fix missing directories when exporting from cmd
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6f64349bfe
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ff42cb0d1e
3 changed files with 8 additions and 1 deletions
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@ -656,6 +656,7 @@ Error ProjectSettings::setup(const String &p_path, const String &p_main_pack, bo
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Compression::gzip_level = GLOBAL_GET("compression/formats/gzip/compression_level");
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Compression::gzip_level = GLOBAL_GET("compression/formats/gzip/compression_level");
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project_loaded = err == OK;
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return err;
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return err;
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}
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}
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@ -1106,6 +1107,10 @@ bool ProjectSettings::is_using_datapack() const {
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return using_datapack;
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return using_datapack;
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}
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}
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bool ProjectSettings::is_project_loaded() const {
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return project_loaded;
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}
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bool ProjectSettings::_property_can_revert(const StringName &p_name) const {
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bool ProjectSettings::_property_can_revert(const StringName &p_name) const {
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if (!props.has(p_name)) {
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if (!props.has(p_name)) {
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return false;
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return false;
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@ -95,6 +95,7 @@ protected:
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String resource_path;
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String resource_path;
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HashMap<StringName, PropertyInfo> custom_prop_info;
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HashMap<StringName, PropertyInfo> custom_prop_info;
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bool using_datapack = false;
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bool using_datapack = false;
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bool project_loaded = false;
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List<String> input_presets;
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List<String> input_presets;
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HashSet<String> custom_features;
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HashSet<String> custom_features;
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@ -190,6 +191,7 @@ public:
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Variant get_setting_with_override(const StringName &p_name) const;
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Variant get_setting_with_override(const StringName &p_name) const;
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bool is_using_datapack() const;
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bool is_using_datapack() const;
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bool is_project_loaded() const;
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bool has_custom_feature(const String &p_feature) const;
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bool has_custom_feature(const String &p_feature) const;
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@ -218,7 +218,7 @@ EditorPaths::EditorPaths() {
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// Validate or create project-specific editor data dir,
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// Validate or create project-specific editor data dir,
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// including shader cache subdir.
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// including shader cache subdir.
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if (Engine::get_singleton()->is_project_manager_hint() || Main::is_cmdline_tool()) {
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if (Engine::get_singleton()->is_project_manager_hint() || (Main::is_cmdline_tool() && !ProjectSettings::get_singleton()->is_project_loaded())) {
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// Nothing to create, use shared editor data dir for shader cache.
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// Nothing to create, use shared editor data dir for shader cache.
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Engine::get_singleton()->set_shader_cache_path(data_dir);
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Engine::get_singleton()->set_shader_cache_path(data_dir);
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} else {
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} else {
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