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Ignore command line --build-solutions when not editing project
This option is meant to use together with `--path` or from a project folder. Otherwise the project manager is opened and the option triggers a crash. Fixes #25589.
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@ -292,7 +292,7 @@ void Main::print_help(const char *p_binary) {
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OS::get_singleton()->print(" --export-pack <preset> <path> Same as --export, but only export the game pack for the given preset. The <path> extension determines whether it will be in PCK or ZIP format.\n");
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OS::get_singleton()->print(" --doctool <path> Dump the engine API reference to the given <path> in XML format, merging if existing files are found.\n");
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OS::get_singleton()->print(" --no-docbase Disallow dumping the base types (used with --doctool).\n");
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OS::get_singleton()->print(" --build-solutions Build the scripting solutions (e.g. for C# projects).\n");
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OS::get_singleton()->print(" --build-solutions Build the scripting solutions (e.g. for C# projects). Implies --editor and requires a valid project to edit.\n");
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#ifdef DEBUG_METHODS_ENABLED
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OS::get_singleton()->print(" --gdnative-generate-json-api Generate JSON dump of the Godot API for GDNative bindings.\n");
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#endif
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@ -2112,8 +2112,12 @@ bool Main::iteration() {
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#ifdef TOOLS_ENABLED
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if (auto_build_solutions) {
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auto_build_solutions = false;
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// Only relevant when running the editor.
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if (!editor) {
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ERR_FAIL_V_MSG(true, "Command line option --build-solutions was passed, but no project is being edited. Aborting.");
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}
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if (!EditorNode::get_singleton()->call_build()) {
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ERR_FAIL_V(true);
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ERR_FAIL_V_MSG(true, "Command line option --build-solutions was passed, but the build callback failed. Aborting.");
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}
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}
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#endif
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