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Add --no-header
option
#79179
Add --no-header
option
#79179
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To add this feature to the project settings, I suggest you add the following lines of code:
in core/config/project_settings.cpp to line 1200:
GLOBAL_DEF("application/run/quit_header", false);
and in main.cpp to line 1600 :
if (bool(GLOBAL_GET("application/run/quit_header"))){
Engine::singleton->_print_header = false;
}
that's about it!
Why is the setting called |
yes, it's a mistake on my part, we can name it "disable header" |
I'll test it and let you know if it works when I've finished running my workflow. |
@kaissouDev I'd prefer to see this PR reviewed/merged first, and then address project setting logic in a different PR. To keep it simple. |
Yes, you're right, it's better to wait until this pull request is merged. At least we know how to add this option to the project parameters. |
Rebased, solved conflicts. Testing with the hello script. $ /bin/godot.linuxbsd.editor.x86_64 -s hello.gd
Godot Engine v4.3.dev.custom_build.7bfed92d9 - https://godotengine.org
Inconsistent value (1) for DRI_PRIME. Should be < 1 (GPU devices count). Using: 0
OpenGL API 4.6 (Core Profile) Mesa 23.3.5 - Compatibility - Using Device: Intel - Mesa Intel(R) HD Graphics 4400 (HSW GT2)
Hello!
Project is missing: /tmp/ggg/project.godot $ ./bin/godot.linuxbsd.editor.x86_64 -s hello.gd --no-header
Inconsistent value (1) for DRI_PRIME. Should be < 1 (GPU devices count). Using: 0
Hello!
Project is missing: /tmp/ggg/project.godot I will now try to add this to projects settings too. |
This is now ready for review. @Calinou @kaissouDev |
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Docs do look good now. Remember to squash your commits now. Thank you for your patience very much
Squashed into a single commit. |
@AThousandShips what is the |
"parameter" :) |
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Tested locally, it works as expected. Should be good to merge after applying the suggestion and squashing commits together.
I noticed this while testing – the OpenGL header is silenced, but not the Vulkan header. Could you look into resolving this so it's silenced with both rendering drivers? |
@Calinou can you give me the message? I don't know what to look for.. |
The message is here: godot/servers/rendering/rendering_device.cpp Line 4986 in 907db8e
|
@Calinou done. |
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Looks good to me. Last few nitpicks :)
I noticed that @AThousandShips is credited as co-author twice in your commit message, you could amend it to remove the duplicate line. (Not critical though, but this could be done while doing the other suggested changes.)
* Do not print empty line when header is disabled * Do not print Vulcan header * Also add "Print header" project setting (default On) (suggested by @kaissouDev) * Add docs for the project setting (with suggestions by @Mickeon and @akien-mga) Co-authored-by: Micky <[email protected]> Co-authored-by: A Thousand Ships <[email protected]> Co-authored-by: Rémi Verschelde <[email protected]>
@akien-mga done. |
Thanks! And congrats for your first merged Godot contribution 🎉 |
Good job @abitrolly ! |
The option to suppress printing Godot headers, see godotengine/godot-proposals#4998 for details.
Closes godotengine/godot-proposals#4998.
Closes #63575.