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override.cfg gets pulled into project.godot #30912
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I can confirm this on commit 5d172d5. This issue has been around for a while; I could reproduce this while developing godot-settings-manager which recommends defining a project settings override. |
Still valid in 3.2.3 |
Yeah, this has been a bit of a struggle for me, as my fullscreen setting keeps getting unset, and I couldn't figure out why at first. My case: I have an options menu that can enable/disable fullscreen and writes to a "Project Settings Override" config file. I turn fullscreen off in the game, which modifies the config file. Launching the editor while this config file exists disables the fullscreen value in the project.godot file. What I'd like: |
@jitspoe As a workaround, you can configure the project settings override to be used only in exported projects by defining its value for the |
That would mean it would always launch in fullscreen while developing, right? That's not what I want, either. Or are you saying I override the setting to enable fullscreen for standalone, and when the override config file gets loaded, it only applies to general setting and not the standalone one? |
Yes, although you can override this in the Editor Settings (in the Window Placement section). You could also load the project settings override as a regular ConfigFile and apply the setting by setting
You can do that too 🙂 Any project setting can be overridden using feature tags. |
This doesn't seem like it would be a viable approach. If I have the override config set what should be in the shipping version of the game, the project config would still have that set on project load, right? So when I went to export it, it would use what was in project file as the default setting when the game first launches. |
Some additional information/issue that is related, when using a custom I would expect some kind of feature tag check that properly checks if the Godot instance is an exported build or not? |
Please open a new issue with a minimal reproduction project attached, as this is an unrelated bug. |
I've just noticed another issue with this: I decided to consolidate the settings all in one file for one of my projects, and it brought completely unrelated settings (like settings I added specifically to my game) into the project.godot file. |
Would it be ok if |
That sounds good to me. I don't see any reason to have |
Depends on what you mean by "only at runtime". I'd like to be able to test my game when running from the editor and have the settings work so I can test/debug things without having to export a build every time. I just don't want them loading when the editor launches (not running the game). |
This is still possible. |
I cannot describe just how utterly frustrating it was to deal with However, my It kind of makes sense, but still I expected this file to be used for runtime-only, not while in editor. It's manageable now for graphics settings, but might not be sufficient if I'd like to write something more substantial in the override file. |
Still happening in 4.0.3 stable. |
Try in 4.1 rc. |
So, it's not possible to have an editor plugin/addon that I don't want checked into git? If only there was a way to set/add those from editor settings as well, instead of having to use project settings, that would be much better. |
You can use |
But will that be excluded from |
Wait, |
No, currently they are stored in project settings. |
Yes, this is exactly what I want. |
I'm still getting this issue in 3.5, specifically when project.godot is reloaded i.e. if external modifications were detected... usually happens when I leave godot open and do a git pull on my project |
@ace24713 Please open a new issue with a minimal reproduction project attached. |
Godot version:
Master branch (3.2)
Issue description:
I add values to override.cfg - such things as video/render settings or what not when the user changes some options and hits apply.
These values will eventually get pulled into the project.godot settings during development.
I would expect there a separation to be maintained between whats in the override.cfg and whats in the project.godot settings.
Steps to reproduce:
Create an override.cfg, add in a value. Run the editor and make a change to something in your project. Quit the editor.
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