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Revert #41164, add subsystem build option. #41332

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merged 2 commits into from
Sep 3, 2020

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bruvzg
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@bruvzg bruvzg commented Aug 17, 2020

Fixes: #41328 and fixes #41307

Bugsquad edit: Also fixes godotengine/godot-proposals#1341.

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I confirm this fixes #41307. 🙂

@akien-mga
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That's too bad, this was a great way to handle console output in a Unix-like way. Does this bring us back to not having any output when starting Godot template builds from a terminal on Windows? That's a big issue for debugging.

@bruvzg
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bruvzg commented Aug 18, 2020

Does this bring us back to not having any output when starting Godot template builds from a terminal on Windows?

Yes.

That's a big issue for debugging.

It's not, manual redirection still works with GUI app, (e.g godot.exe | more).

@akien-mga
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That's a big issue for debugging.

It's not, manual redirection still works with GUI app, (e.g godot.exe | more).

Well let's say it's a big issue for the majority of users who don't know they'll get different output when redirecting than they're getting on stdout ;) I didn't knowing directing to more would make a difference.

@pouleyKetchoupp
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pouleyKetchoupp commented Aug 22, 2020

I can confirm reverting #41164 fixes #41328.

@akien-mga This PR needs to be merged soon while waiting for a better solution, because #41328 makes the editor almost unusable on Windows 10 and there's no workaround that I know of.

Edit: It's actually possible to work around this issue with Editor > Toggle System Console so it's not as critical as I thought.

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Thanks! But sad, I liked this solution 😿

Calinou added a commit to Calinou/godot-builds-ci that referenced this pull request Sep 14, 2020
godotengine/godot#41332 made editor builds
compile as GUI applications by default. Most people don't know
how to get logs from those, so it makes sense to use the console
subsystem for builds intended for testing.
@bruvzg bruvzg deleted the win_subsys_option branch November 5, 2021 12:49
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