Open HubbleCommand opened 1 year ago
I am not sure, if this is the same issue, but you might find additional info in #67379
Here is another example, 4.0.rc1, no mono, same result: Test.zip
I'm thinking of closing this as I am guessing that this is the intended behaviour in Godot 4.x (is in 4.2 & 4.3b1), although it seems strange.
NOTIFICATION_WM_CLOSE_REQUEST
as an example, but it's also possible to listen for the window closing by connecting to the close_requested
signal.I guess a better question is what happens when the OS goes to close Godot. My assumption is that Godot would go to close the entire scene tree, meaning it would remove all nodes from the bottom up, with _exit_tree
and tree_exiting
getting called on all of them. This was the behaviour in Godot 3.x. I assume this is no longer the expected behaviour, but I haven't seen it documented anywhere.
Could this be related to the new multi-window stuff?
Godot version
4.0.rc1.mono
System information
Windows 11 Vulkan
Issue description
Back in Godot 3, ExitTree would be called on OS application close requests, not just when queue_free()'ing the node.
However, this is no longer the case. I don't know if this was intended for newer versions of Godot.
Instead of using ExitTree it's possible to listen for the NotificationWMCloseRequest notification, so it's not that big of an issue.
Steps to reproduce
Override _ExitTree(). Start the game and close it, _ExitTree() will not be called.
Minimal reproduction project
Test.zip