Comments (8)
Have you tried turning it off and on again? Jokes aside, that's an error you get the first time you open it. I'm not sure why, but I'm guessing something might be interfering with the generation of import files when Godot creates them upon starting the project for the first time.
Just try to start it again.
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Had the exact same bug when I first opened the project, but disappeared on second open. Might just be a bug in the way Godot imports assets on initial setup.
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I really hope that doesn't disturb the continuous deployment process...
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It's curios, yeah, seems it doesn't happen, maybe we missed some file? I think I needed to add some of the files of the .godot to have the tests working in the pipeline, maybe something like that is missing?
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.godot should not be included in the VCS as written here: https://docs.godotengine.org/en/stable/tutorials/best_practices/version_control_systems.html#files-to-exclude-from-vcs
But yeah it will go in that direction I think. What if we just run it twice and ignore the errors of the first run?
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yes, I know, but for being able to run the gut tests in my own 3d clone of AW, I needed to have the following file, otherwise I was not able to generate it and everything was failing.
.godot/global_script_class_cache.cfg
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I think those get generated when you run Godot once. Mabye a fix would be to run Godot first and then something like Gut.
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this is something that I tried... for god sake...
I just find, that I need to run godot with -e, that is the editor. But this is discussion for another topic
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Related Issues (20)
- Refactoring of Repetitive Steps in Workflows for Improved Readability and Maintenance
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- Implement unit destruction mechanic when fuel reaches 0
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- Mech's ranged attack
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