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Issue description:
The HTML5 one click deploy button is always visible if an HTML5 preset has been defined, even if the templates are missing or if it's misconfigured.
When clicking:
EditorRunNative should check EditorExportPlatform::can_export() for all platforms when deciding whether the platform's one click deploy button should be visible or not (in EditorRunNative::_notification() at NOTIFICATION_PROCESS most likely.
The hotfix done for Android in #35570 could then likely be partly reverted (the removal of the adb == "" check should still be valid though if there is no way anymore to trigger this code without passing can_export()).
Steps to reproduce:
Create new project
Add HTML5 preset
The text was updated successfully, but these errors were encountered:
Don't we want at least a way to provide a message to the user? Maybe instead of hiding the button we just show the errors provided by can_export(). Or perhaps disable it and have a tooltip showing the error.
@jackbondpreston Hey, did you fix this issue in the editor_run_native.cpp file? I'm a new contributor and I want to try fixing this on my own branch for practice.
Godot version:
3.2 RC 3 and master (689db68)
OS/device including version:
Linux
Issue description:
The HTML5 one click deploy button is always visible if an HTML5 preset has been defined, even if the templates are missing or if it's misconfigured.
When clicking:
EditorRunNative
should checkEditorExportPlatform::can_export()
for all platforms when deciding whether the platform's one click deploy button should be visible or not (inEditorRunNative::_notification()
atNOTIFICATION_PROCESS
most likely.The hotfix done for Android in #35570 could then likely be partly reverted (the removal of the
adb == ""
check should still be valid though if there is no way anymore to trigger this code without passingcan_export()
).Steps to reproduce:
The text was updated successfully, but these errors were encountered: