Comments (3)
I'm in favor of our current approach that uses common defaults based on OS in addition to listing what we add so those who use another shell can make those edits where necessary. This way we avoid being too clever with detection.
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This is tricky, since anything we do in GodotEnv has to work across each of the 3 OS's. I don't know of a robust "shell detection" system that will work reasonably well across each OS.
GodotEnv does tell to source the modified zshrc/bashrc file when you run godotenv godot env setup
or after an install. We should probably make it also just spit out what it adds to the zhsrc or bashrc file so people who have configured different shells will realize what they need to add more easily.
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Related Issues (20)
- bug: not finding GodotSharp on macOS (possibly other platforms)
- feature: list available godot versions HOT 4
- Some Unit Tests Fail on Windows HOT 1
- System.NullReferenceException When Running `godotenv godot list` HOT 6
- Update README to include listing remote versions available
- download from GitHub instead of TuxFamily HOT 2
- How to run active version? HOT 1
- FEATURE: godotenv godot releases HOT 2
- [FEATURE] Adding .desktop files / Start Menu shortcuts HOT 4
- Support Godot 3
- add ability to install export templates
- GodotEnv generating Invalid Symbolic Link on Windows for non dotnet installations HOT 1
- Avoid spamming the elevation prompt on Windows
- Various first time install issues HOT 2
- Feature request: "install" Godot.app to the system-wide /Applications/ instead of user level ~/Applications/ HOT 1
- godotenv godot list gives NullReferenceException HOT 2
- Ability to version lock addons HOT 2
- Add Proxy settings for Downloader
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