Open romlok opened 3 weeks ago
Most likely something in the Steam Runtime environment is preventing access to the xdg-desktop-portal or system D-Bus interface in general, and not providing it's own equivalent.
I've looked into this a little more, and it appears that Godot is indeed now running in one of Steam's containerised Linux runtimes, where it wasn't doing so before (the "Legacy runtime").
There doesn't seem to be a way to reverse this on a per-game basis, but (for now) one can disable the enforced runtime by running the Steam client with -compat-force-slr off
.
In announcing this change, IIRC Valve mentioned that developers could choose which runtime to use for their app/game. So is it an option for Godot on Steam to be configured not to use a containerised runtime?
Tested versions
Reproducible in:
System information
Godot v4.3.stable - Steam Runtime 2 (soldier) 2 - Wayland - Vulkan (Mobile) - dedicated AMD Radeon RX 7600 (RADV NAVI33) - AMD Ryzen 5 7600 6-Core Processor (12 Threads)
Issue description
When Godot is run through Steam, the editor seems to always use the native file dialogs, even when that option is disabled in the editor settings.
This appears to have started with the most recent Steam client update, which improved Wayland integration (judging by the Steam client now scaling properly).
Note that the same Godot binary run externally from Steam doesn't exhibit this behaviour. So something in the Steam runtime environment appears to be affecting Godot in this way. I tried changing from the Soldier (2) to Scout (1) runtime, but that didn't make a difference.
I also noticed that the native dialog that pops up doesn't seem to be configured correctly, since when loading a script file to a Node in the scene tree, the dialog warned me about overwriting the file! :confused:
Steps to reproduce
Use Native File Dialogs
is disabled in the editor settings;Scene -> Open Scene
Minimal reproduction project (MRP)
N/A