-
-
Notifications
You must be signed in to change notification settings - Fork 21.1k
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
Autoload order is not affected by override.cfg #71589
Comments
This is because the override.cfg file adds settings, rather than replacing them (e.g. if you only included the Since autoloads are the only project setting that is "order-dependent", not sure what a good solution would be here, but I don't think this is a bug, but rather a feature request. Can't find a workaround, since even a custom MainLoop type seems to initialize later than any autoloads... |
That is very unexpected behaviour for something called override Especially with the wording in the documentation
I suppose it is the way it works for most properties since they only have a single value, so nothing can be 'added' to it. I would really love to have this, if only for autoloads and nothing else. If someone can point me in the right direction, I am completely willing to implement it myself - I just don't know what to go off of And I feel like the changes necessary will probably fit well with these two PRs from last week |
The problem here is that autoloads as registered as properties themselves. And there doesn't seem to be a mechanism for removing existing properties. Changing it to e.g. a dictionary property could make the dictionary overridable, e.g.:
But that's indeed material for a feature proposal, so we can discuss possible solutions and implement the best one. |
Closing in favour of the new proposal #6137 |
Godot version
4.0.b13, 3.5.stable, 3.4
System information
OSX
Issue description
Overriding autoloads with an
override.cfg
ignores the order set in the override. Newly defined autoloads are always loaded last.Why does this matter? I'm trying to (co-)create a mod loader that works with any Godot game. The loader itself is an autoload. With the override we can 'install' it into a game without having to touch or modify its source code. The loader always being last limits the capabilities for extending existing autoloads heavily.
Steps to reproduce
override.cfg
result: order does not matter, the autoload from the override is always last
each file only contains this
Minimal reproduction project
for 3.5, but also works after 4.0 conversion
AutoloadOverrideReproduction.zip
The text was updated successfully, but these errors were encountered: