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Different features depending on Godot build #50

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@RedMser RedMser commented Nov 14, 2024

My previous change fixed Default/Custom builds, but in turn broke Forked builds.

So now I've switched to conditional features and clarified this difference in documentation.

Forked has changes which rely on multithreaded rust.
Default and Custom can still benefit from lazy-function-tables to make files smaller.
@RedMser RedMser added bug Something isn't working documentation Improvements or additions to documentation labels Nov 14, 2024
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RedMser commented Nov 14, 2024

Never mind it just seems like in one project, it tries loading FTL files on launch via ResourceFormatLoaderFluent. But in another project, it does not do that and starts up properly. Not sure why, but overall it makes sense that it crashes since background thread does scanning of file system in Godot.

Options:

  • Maybe there is a way to defer / ignore invocations on main thread, instead of panic?
  • Revert the feature changes on main branch :(

@RedMser RedMser closed this Nov 14, 2024
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RedMser commented Nov 15, 2024

Idea: disable registering the format loader when is editor hint is set to true? Might break adding ftl files to project settings in forked version, otherwise I'd hope it'd work.

@RedMser RedMser reopened this Nov 15, 2024
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