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Loading GDExtensions fails on first run when .godot/extension_list.cfg
is not generated yet
#53163
Comments
Note: Still an annoying issue. :) The code seems to be aware of the issue: godot/editor/editor_file_system.cpp Lines 613 to 624 in 780f5c0
However, I could not get this popup to trigger in my testing. This also seems quite hacky. What I figure may be happening is that in the editor's file system scanning, code files are scanned first (which leads to the editor trying to compile them), and that then errors if the extensions are missing because thes code is referencing them and thus stuff that's not (yet) available. Maybe we can make sure extensions are loaded and initialized before any other imports or the first editor file system scan. |
By BastiaanOlij on RC:
|
Ah yes, the folder is now called I see two potential options here:
|
Is this still an issue? @akien-mga @BastiaanOlij @dsnopek |
I've never personally encountered this issue. I just tried to reproduce it by deleting the So, unless I'm missing a reproduction step, I think it's not an issue anymore? |
Godot version
4.0.dev (4735a03)
System information
Linux, Mageia 9 x86_64
Issue description
When running a project using a GDExtension while the
.godot/extension_list.cfg
file doesn't exist yet, or hasn't been updated for a new extension, the editor will throw errors, such as:Then the
.godot/extension_list.cfg
is properly generated and used successfully on subsequent edits, but this first use bug is annoying.Steps to reproduce
.godot
or.godot/extension_list.cfg
if it exists to reproduce the bug)Minimal reproduction project
https://github.com/godotengine/godot-cpp/tree/master/test/demo
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