Comments (2)
When breakpointing into ResourceLoader::_load
, you can see that the loader is missing.
TranslationServer::load_translations
is called too early in the startup procedure. This fixes it for GDExtension, but I'm not sure if this possibly breaks anything:
diff --git a/main/main.cpp b/main/main.cpp
index eee634086e..1045c7b45f 100644
--- a/main/main.cpp
+++ b/main/main.cpp
@@ -2964,8 +2964,6 @@ Error Main::setup2() {
if (!locale.is_empty()) {
translation_server->set_locale(locale);
}
- translation_server->load_translations();
- ResourceLoader::load_translation_remaps(); //load remaps for resources
ResourceLoader::load_path_remaps();
@@ -3064,6 +3062,9 @@ Error Main::setup2() {
OS::get_singleton()->benchmark_end_measure("Startup", "Scene");
+ translation_server->load_translations();
+ ResourceLoader::load_translation_remaps(); //load remaps for resources
+
#ifdef TOOLS_ENABLED
ClassDB::set_current_api(ClassDB::API_EDITOR);
register_editor_types();
GDScript relies on ResourceLoader::add_custom_loaders()
which is called in Main::start()
from godot.
My linked PR only solves the issue for GDExtension, so I uploaded another MRP which showcases specifically this. I kept my DLL in there for convenience, but you may also build it from source if you do not trust random binaries off the internet.
from godot.
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