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Warning on project initialization: Property not found: mono/editor/editor_path_optional #36995
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Please provide a minimal reproduction project. I edit projects all the time and don't have this issue. |
Trying to get rid of this warning, I cleaned all godot files, even those from appdata. I'll remove them again and download 3.2 to see if the warning persist, then I'll come back to update you. |
Oh, nothing appeared in 3.2. Regarding what our friend Ricardo said, seems not to be the case, in 3.2.1 I had already chosen vscode as the default editor for c#, and now back in 3.2 this wasn't necessary. |
I tested it out on my college's pc, unfortunately the same warning was showing up. |
Should I close this? |
Feel free to continue the discussion, specifically if you find a reliable way to reproduce it. You should also test on Linux to see if it's an OS-specific issue. |
Sorry, I thought that it was clear that there's simply nothing to reproduce it, I just open a project and the warning is there. Have a good day. |
But it's not harmful to the workflow, just odd to occur every time. |
You can remove your |
Hm. I can't reproduce it, even if @neikeq As far as I understand, managed stacktraces are not printed to GD output together with unmanaged exception. Is it printed elsewhere maybe? |
@MirrasHue Do you use Rider? |
@van800 No, I use vscode @akien-mga Is this a regression? In 3.2 this doesn't happen. I wonder if everybody in this issue is using the mono version. |
Reproduced. I hope to have a fix shortly. |
@MirrasHue It was a regression from f0b63b4, but it's harmless. It's just that it could now happen that the MSBuild detection code queries this Rider-specific parameter, which may not be defined if you didn't configure Godot to work with Rider. #37210 fixes it. |
@van800 Oh, now I see, when we select Rider a new option appear, but for vscode it doesn't. Unlike 3.2, 3.2.1 can't figure out the path automatically, so that's why this 'mono/editor/editor_path_optional' is not in my 'editor_settings-3.tres'. |
After switching back the External Editor to vscode, the Editor Path Optional property kept there, so I put the absolute path to Code.exe and seems to work just fine, no more warnings. |
…dotengine#36995) (cherry picked from commit 05946be)
Godot version: 3.2.1-stable_mono_win64
OS/device including version: Win10 1909
Issue description: Godot is trying to find a property, but it is failing to do so
Steps to reproduce: Just edit a project
Minimal reproduction project: Sorry, I didn't get this field's gist
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