Closed joined72 closed 7 months ago
Yes, again good proposal! Probably when generating files for the first time/when the path is not set, this should be done!
I'll see if i can do it tonight, otherwise I'll do it tomorrow!
I'll see if i can do it tonight, otherwise I'll do it tomorrow!
Thanks a lot for your availability and great work! 👍
@joined72 It's implemented now!
Now when generating the files and the path in the user settings is not valid (or empty), you get a file dialog to choose your executable. It then sets your config settings and generates the launch file (if it doesn't already exist) 👍
I have only tested it on Windows so far, but I think it should work on mac and linux as well. As always, please let me know if it works for you and if you have any issues!
Great, I'll test on both Windows and Linux tomorrow on morning. I'll let you updated ASAP. ;)
Cool, thanks!
Testes and works fine on both Windows and Linux with only a little issue on the Linux side, when try to select the Godot executable the file isn't showed (I suppose you use as filter *.exe that on Linux and MacOS doesn't works) and I must change the file type (from the dialog) from "Executable" to "All files".
Okay I kind of suspected this.. I added .exe, .bin, .app and a few more in the filters but maybe linux uses some other extension.
I think i might remove the filters all together then. Thanks for testing! 👍
Updated now!
Linux haven't a standard extension for executable files! :) Great :)
Again, thanks for the help and the good suggestions! Very much appreciated 🥇
The extension feels alot more user friendly now I think.
Again, thanks for the help and the good suggestions! Very much appreciated 🥇
I'm very happy to can help.
The extension feels alot more user friendly now I think.
Yes, it is! :)
Why don't wait that the user edit the
settings.json/godot-dotnet-tools.executablePath
variable and ask him to select the Godot file path at the installation time using something like the following example?