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HunterNN avatar HunterNN commented on May 24, 2024

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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Darkbladecr avatar Darkbladecr commented on May 24, 2024

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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HunterNN avatar HunterNN commented on May 24, 2024

I really hope that doesn't disturb the continuous deployment process...

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Dracks avatar Dracks commented on May 24, 2024

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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HunterNN avatar HunterNN commented on May 24, 2024

.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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Dracks avatar Dracks commented on May 24, 2024

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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HunterNN avatar HunterNN commented on May 24, 2024

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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Dracks avatar Dracks commented on May 24, 2024

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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