4d49 / godot-console Goto Github PK
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License: MIT License
Simple in-game console for Godot 4.2+
License: MIT License
How can I create command from C#? It seems like it does not support lambdas to pass arguments. If there is no solution now, can it be supported in future?
I'm getting a
Assertion failed: Has command.
while typing a command, it happens at random points along writing, sometimes it gets triggered while typing the second word.
Running in v4.2.1-rc1_mono
First of, thanks for the console implementation for Godot 4. It's usable, but I'm getting an error at game startup SOMETIMES, so not on every run, and I am not exactly sure what could cause it:
Could not find type "ConsoleCommand" in the current scope
Triggered at
func add_command(command: ConsoleCommand) -> void:
line of Console.gd
I've followed your suggestion to add ConsoleMono to autoload, and turned it on in plugins.
Using Godot v4.2.1.rc1.mono.official [daeb1c729]
Nice project, but I think some of the default commands are unwanted, and currently require editing of plugin code to remove.
Default commands implemented should be only those that affect the console, so some of the commands should be removed to leave the decision to implement them to the game developer. (Without having to edit plugin code)
So currently only help
and clear
are commands that strictly affect the console, and candidates to be removed would be:
max_fps
& physics_tics
: Should be removed 100%, it should be up to game developer if they allow those to be changed. These could be leaved as examples if commented out though.quit
and version
: Although these are commonly wanted anyways, leaving implementation to the game dev would be preferable.test
: not needed in released projects using this console addon, but I understand if it is used for testing. Maybe a flag or something if you do not want it removed.I am using Godot v4.1.1.stable.official [bd6af8e0e]
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