Open mieldepoche opened 1 year ago
You can't have 2 system-wide versions of Godot at the same time since they share the same editor files and caches. You need to use the self-contained mode if you want to have multiple versions.
You can't have 2 system-wide versions of Godot at the same time since they share the same editor files and caches. You need to use the self-contained mode if you want to have multiple versions.
With editor settings, settings are saved as "editor_settings-3" and "editor_settings-4" respectively. Would there be a way to do that sort of thing with this?
I think it's too late for this given that 4.0 and 4.1 are already affected by this. Plus there are just too many different files that can conflict on the global level, not all of which can be resolved with a naming scheme. We probably should've defined a new folder for Godot 4, e.g. godot.4
or something like that, to avoid this issue.
But if we limit the scope to only some of the files, we could still do some changes.
I think it's too late for this given that 4.0 and 4.1 are already affected by this. Plus there are just too many different files that can conflict on the global level, not all of which can be resolved with a naming scheme. We probably should've defined a new folder for Godot 4, e.g.
godot.4
or something like that, to avoid this issue.But if we limit the scope to only some of the files, we could still do some changes.
Maybe this is a stupid suggestion, but what if it did something like this?
Checks for godot.4 folder If it has it, great, use that folder.
If it doesn't check, check to see if it has a folder with the old name. If it does, prompt user to convert with a button click. Pressing yes will move the contents over. Pressing no will just create a new godot.4 folder
If it doesn't just create the godot.4 folder as normal
Alternately, as I haven't seen inside the folder, I don't know exactly what it contains. But if there's a file in there that indicates it was generated in Godot 3 vs Godot 4, that could skip the entire dialog
We can probably hack around the Godot 3.x editor layout loader to use String.replace("Rect2i", "Rect2")
before loading the ConfigFile as a buffer.
Godot version
4.1.1, 3.5.2
System information
linux
Issue description
Godot 3 outputs:
ERROR: ConfigFile parse error at /home/miel/.config/godot/editor_layouts.cfg:22: Unexpected identifier: 'Rect2i'
when I try to save a custom layout. It also shows an error dialog in the editor: and the layout isn't saved.Steps to reproduce
Make a layout in 4.1 and try making one in 3.x afterwards.
Minimal reproduction project
unrelated to projects