Closed swarnimarun closed 5 hours ago
What is the error you're seeing? Please provide some issue report for the reason behind this change
Aah, sorry, somehow thought it was obvious. So if you don't use file://
with shell open on mac you will get -50 perm error, attached an image example below.
That sounds like a bug to me, please open a report here
Also is this restricted only to macOS?
@AThousandShips yep this is only specific to MacOS where the resource URI is required for correct call.
And there is already an issue for it, https://github.com/godotengine/godot/issues/52828, there was one even older than this(can't find that atm), I haven't been involved in Godot engine dev for a couple years so not sure why it hasn't been fixed but it should not be a big change, I could document a fix for engine there but I think the existing comments already make the issue quite clear.
Okay! I asked for an issue before and got no answer so that's why I was confused 🙃
However this should probably not be solved here but as suggested in the issue by fixing it locally
I'd say the behaviour of OS
should be unform, you shouldn't have to make specific changes like these
@bruvzg Can we make it so we don't need to manually prefix file://
on macOS by modifying the engine's OS::shell_open()
implementation?
This would prevent the need for this check in the project so the method can work in a cross-platform manner.
Can we make it so we don't need to manually prefix file:// on macOS by modifying the engine's OS::shell_open() implementation?
This would prevent the need for this check in the project so the method can work in a cross-platform manner.
What's the behavior on other platforms? It file://
is not required on Linux/Windows, I guess we can assume it's a file and auto add it if there's no URI schema in the shell_open
argument.
Can we make it so we don't need to manually prefix file:// on macOS by modifying the engine's OS::shell_open() implementation?
Judging from the discussion, it seems that this PR is no longer necessary as of https://github.com/godotengine/godot/pull/88126. Closing. And thanks @swarnimarun for identifying the bug and leading us to a bugfix!
Realised this demo was a bit broken while testing something irrelevant to the changes.
Also using all 3 names as iirc, OSX was what we used in 3.x. Though TBH not sure been a while since I used Godot 3. And I am not sure about the capitalisation part.