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Windows console scripts do not match the engine provided ones

Open Macksaur opened this issue 1 year ago • 2 comments

https://github.com/godotengine/godot-build-scripts/blob/8405945b7990f1bef6e0afab3bbfa7749d6b10fb/build-release.sh#L200

https://github.com/godotengine/godot/blob/5a8d786ef9dcfd5b206ec3eeb5e369930e773acc/platform/windows/export/export_plugin.cpp#L53

This is an issue because it prevents things like opening projects quickly with the desired editor version by dragging and dropping project.godot onto the respective script.

In order for the console scripts to be useful beyond launching the project manager they need to support passing arguments.

Macksaur avatar Aug 17 '22 07:08 Macksaur

In order for the console scripts to be useful beyond launching the project manager they need to support passing arguments.

This is done by passing "$@" after ${binname}.

Calinou avatar Aug 17 '22 12:08 Calinou

@echo off
Godot_v3.5-stable_win64.exe
pause > nul

for context, this is what is in the official zip. I was expecting something like "%~dp0Godot_v3.5-stable_win64.exe" "%*"

Macksaur avatar Aug 17 '22 12:08 Macksaur