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@DexterFstone DexterFstone requested a review from a team as a code owner December 15, 2025 07:26
@AThousandShips AThousandShips changed the title expose EditorExport Expose EditorExport Dec 15, 2025
@AThousandShips AThousandShips added this to the 4.x milestone Dec 15, 2025
Vector<Ref<EditorExportPlugin>> export_plugins;

static inline StringName _export_presets_updated;
static inline StringName _export_presets_runnable_updated;
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What are these changes for? They seem unrelated and would be good to document why

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Well, previously, some checks failed, I thought it was because of this, but if this is not the case, I can reverse it
https://github.com/godotengine/godot/actions/runs/20224035405

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@AThousandShips AThousandShips Dec 15, 2025

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Probably something incorrect with the usage, but that's okay, I think it's because of the order of creation

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@AThousandShips
Here are the errors after reverting the last change

ERROR: Class 'EditorExport' already has signal ''.
   at: (core\object\class_db.cpp:1402)
ERROR: Class 'EditorExport' already has signal ''.
   at: (core\object\class_db.cpp:1402)
ERROR: In Object of type 'EditorExport': Attempt to connect nonexistent signal 'export_presets_runnable_updated' to callable 'EditorExportPlatformAndroid::_update_preset_status'.
   at: (core\object\object.cpp:1606)
ERROR: In Object of type 'EditorExport': Attempt to connect nonexistent signal 'export_presets_updated' to callable 'ProjectExportDialog::_force_update_current_preset_parameters'.
   at: (core\object\object.cpp:1606)

@DexterFstone DexterFstone requested a review from a team as a code owner December 15, 2025 16:35
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@AThousandShips I know 4.6 is feature freeze, but is it possible to merge this? It's not a very big change. I need this change, and I don't want to use a custom build for my team work, and I don't want to wait for 4.7

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DexterFstone commented Dec 15, 2025

I have some random crashes

>	godot.windows.editor.dev.x86_64.exe!CowData<Ref<EditorExportPlatform>>::size() Line 170	C++
 	godot.windows.editor.dev.x86_64.exe!Vector<Ref<EditorExportPlatform>>::size() Line 92	C++
 	godot.windows.editor.dev.x86_64.exe!EditorExport::poll_export_platforms() Line 483	C++
 	godot.windows.editor.dev.x86_64.exe!EditorRunNative::_notification(int p_what) Line 46	C++
 	godot.windows.editor.dev.x86_64.exe!EditorRunNative::_notification_forwardv(int p_notification) Line 39	C++
 	godot.windows.editor.dev.x86_64.exe!Object::_notification_forward(int p_notification) Line 1013	C++
 	godot.windows.editor.dev.x86_64.exe!Object::notification(int p_notification, bool p_reversed) Line 930	C++
 	godot.windows.editor.dev.x86_64.exe!SceneTree::_process_group(SceneTree::ProcessGroup * p_group, bool p_physics) Line 1204	C++
 	godot.windows.editor.dev.x86_64.exe!SceneTree::_process(bool p_physics) Line 1281	C++
 	godot.windows.editor.dev.x86_64.exe!SceneTree::process(double p_time) Line 710	C++
 	godot.windows.editor.dev.x86_64.exe!Main::iteration() Line 4896	C++
 	godot.windows.editor.dev.x86_64.exe!ProgressDialog::_update_ui() Line 150	C++
 	godot.windows.editor.dev.x86_64.exe!ProgressDialog::add_task(const String & p_task, const String & p_label, int p_steps, bool p_can_cancel) Line 222	C++
 	godot.windows.editor.dev.x86_64.exe!EditorNode::progress_add_task(const String & p_task, const String & p_label, int p_steps, bool p_can_cancel) Line 5702	C++
 	godot.windows.editor.dev.x86_64.exe!EditorProgress::EditorProgress(const String & p_task, const String & p_label, int p_amount, bool p_can_cancel, bool p_force_background) Line 225	C++
 	godot.windows.editor.dev.x86_64.exe!EditorFileSystem::_first_scan_filesystem() Line 301	C++
 	godot.windows.editor.dev.x86_64.exe!EditorFileSystem::scan() Line 1070	C++
 	godot.windows.editor.dev.x86_64.exe!EditorNode::_notification(int p_what) Line 858	C++
 	godot.windows.editor.dev.x86_64.exe!EditorNode::_notification_forwardv(int p_notification) Line 119	C++
 	godot.windows.editor.dev.x86_64.exe!Object::_notification_forward(int p_notification) Line 1013	C++
 	godot.windows.editor.dev.x86_64.exe!Object::notification(int p_notification, bool p_reversed) Line 930	C++
 	godot.windows.editor.dev.x86_64.exe!SceneTree::_process_group(SceneTree::ProcessGroup * p_group, bool p_physics) Line 1204	C++
 	godot.windows.editor.dev.x86_64.exe!SceneTree::_process(bool p_physics) Line 1281	C++
 	godot.windows.editor.dev.x86_64.exe!SceneTree::process(double p_time) Line 710	C++
 	godot.windows.editor.dev.x86_64.exe!Main::iteration() Line 4896	C++
 	godot.windows.editor.dev.x86_64.exe!OS_Windows::run() Line 2346	C++
 	godot.windows.editor.dev.x86_64.exe!widechar_main(int argc, wchar_t * * argv) Line 99	C++
 	godot.windows.editor.dev.x86_64.exe!_main() Line 126	C++
 	godot.windows.editor.dev.x86_64.exe!main(int argc, char * * argv) Line 140	C++
 	godot.windows.editor.dev.x86_64.exe!WinMain(HINSTANCE__ * hInstance, HINSTANCE__ * hPrevInstance, char * lpCmdLine, int nCmdShow) Line 154	C++
 	[External Code]	
 	godot.windows.editor.dev.x86_64.exe!ShimMainCRTStartup(...) Line 74	C
 	[External Code]	

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This will not be merged in 4.6, you can build it for your own branch though, but if it is approved it won't be available until 4.7 at the earliest

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Add a way to export project from code

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