Rename project file to "project.godot"
Slimmed down variant from the reverted #8375. The rationale behind the name change is to give Godot's project file a unique extension (".godot") that can be registered on the OS to be associated with the Godot binary (OS registration not implemented here). This PR also adds the possibility to start the game or editor if launched with the project.godot passed as argument, which paves the way for allowing a similar behaviour on a double-click in the OS file manager (code originally by @Hinsbart). Closes #6915.
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@@ -1381,8 +1381,8 @@ Vector<StringName> EditorExportPlatform::get_dependencies(bool p_bundles) const
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Set<StringName> exported;
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if (FileAccess::exists("res://godot.cfg"))
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exported.insert("res://godot.cfg");
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if (FileAccess::exists("res://project.godot"))
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exported.insert("res://project.godot");
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if (EditorImportExport::get_singleton()->get_export_filter()!=EditorImportExport::EXPORT_SELECTED) {
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@@ -1978,7 +1978,7 @@ Error EditorExportPlatform::export_project_files(EditorExportSaveFunction p_func
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}
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StringName engine_cfg="res://godot.cfg";
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StringName engine_cfg="res://project.godot";
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StringName boot_splash;
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{
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String splash=GlobalConfig::get_singleton()->get("application/boot_splash"); //avoid splash from being converted
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@@ -2032,7 +2032,7 @@ Error EditorExportPlatform::export_project_files(EditorExportSaveFunction p_func
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{
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//make binary godot.cfg config
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//make binary project.godot config
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Map<String,Variant> custom;
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