-
-
Notifications
You must be signed in to change notification settings - Fork 21.3k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Revert #41164, add subsystem build option. #41332
Conversation
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
I confirm this fixes #41307. 🙂
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. |
Yes.
It's not, manual redirection still works with GUI app, (e.g |
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 |
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 |
Thanks! But sad, I liked this solution 😿 |
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.
windows_subsystem
build option (defaults to "gui", always set to "console" when tests are enabled.Fixes: #41328 and fixes #41307
Bugsquad edit: Also fixes godotengine/godot-proposals#1341.