Comments (3)
It's very simple as it essentially just calls one engine method with the correct arguments. This should be really easy and quick to implement.
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I can see this being used for some niche problems with game patching or DLCs, but it would be unsafe to have it deployed in release builds. We could make an export script that would handle this.
I opened a proposal with the first idea that came to my mind.
Sorry for posting two issues in a row, just some things I was thinking of.
No problem at all! Whilst don't have time to work on this project, I'm really happy, that someone is paying attention to it!
from godot-gdshell.
Yeah, I release its very nieche but seems easy to implement (I believe I got a working version of it already actually, but its hard to test) and helps with the ocasional debugging thing. I thought of it because I was working on a basic mod loader for a project template and realised it would be nice to load them arbitrary.
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Related Issues (14)
- Shortcut doesn't work in Godot 4 beta 4 HOT 2
- No list of commands HOT 3
- `ls` (done) and `scn` commands. HOT 9
- Port to godot 4 rc1 HOT 2
- Run gdformat -l 120
- Add unit tests
- Add `emit` command that emits events on nodes HOT 11
- Move relevant constants to ProjectSettings HOT 1
- Missing documentation
- Add optional type casting to command arguments HOT 7
- Change promt to be more useful HOT 5
- Add an export script, that excludes unsafe commands from release builds. HOT 3
- Command history HOT 4
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