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adding global doesn't automatically flush to engine.cfg and is confusing. #1

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fcoulombe opened this issue Feb 9, 2014 · 8 comments

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@fcoulombe
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open the project settings
go to autoload
add an autoload
press play

you it won't work.
you have to manually go and save the project settings

@jimmux
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jimmux commented Feb 16, 2014

Just to add my input here, as I also had some confusion. It seems the solution would be as simple as adding the save button to the AutoLoad tab, so it's clear that saving is necessary.

@reduz
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reduz commented Feb 16, 2014

automatic saving should work now

On Sat, Feb 15, 2014 at 9:34 PM, jimmux [email protected] wrote:

Just to add my input here, as I also had some confusion. It seems the
solution would be as simple as adding the save button to the AutoLoad tab,
so it's clear that saving is necessary.

Reply to this email directly or view it on GitHubhttps://github.com//issues/1#issuecomment-35173036
.

@yuri-karadzhov
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Start working for me (build 4064). Btw how is it possible to get build from engine itself (not internet doc) settings->about shows v.1.0-3917-beta1

@reduz
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reduz commented Feb 16, 2014

that's the number from our internal svn, which seems it's broken too. I
have to change jenkins to make builds based on git instead eventually

On Sun, Feb 16, 2014 at 9:12 AM, Yuri Karadzhov [email protected]:

Start working for me (build 4064). Btw how is it possible to get build
from engine itself (not internet doc) settings->about shows v.1.0-3917-beta1

Reply to this email directly or view it on GitHubhttps://github.com//issues/1#issuecomment-35195241
.

@yuri-karadzhov
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I think this issue should be closed.

@adolson
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adolson commented Dec 9, 2014

close this

@reduz reduz closed this as completed Dec 9, 2014
reduz added a commit that referenced this issue Apr 2, 2015
-=-==-=-=-=-=-=-

-Small fixes in canvas item light shader
-Fixed compilation in server target
-Export for Android makes 32 bits display as default
-changed version to 1.1beta1
reduz pushed a commit that referenced this issue Jun 7, 2015
improved animation editor
baekdahl pushed a commit to baekdahl/godot that referenced this issue Oct 21, 2019
@godotengine godotengine locked as resolved and limited conversation to collaborators Apr 21, 2020
alcomposer referenced this issue Nov 16, 2022
Set vsync on window creation when using GLES3
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