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Disabling "Script Editor" editor feature causes external script editor to not auto-launch #99308
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I don't know how to test that fix, but I just noticed that both the 2D and AssetLib main features show up in 4.4 dev4 even though they were properly disabled in 4.4 dev3 for me (the Script however, stayed disabled). |
You can download the latest artifacts from But those bugs were also reported on dev4 and were fixed after dev4 |
Thanks, however that crashes on my project so I'll stay on dev3 for now and hope that the missing context menu items I saw in dev4 are also fixed. |
The fix from #98988 shouldn't affect the external script editor bug I described above because it wasn't reordered in the enum in the first place. Would you like me to edit the issue to only be about that bug? |
Please do, but try to replicate the bug in a more recent version to get details, or test dev3 to confirm it doesn't occur there |
I was able to confirm the issue back in 4.3 stable, so it is not specific to dev4. |
I didn't quite catch what the original issue was due to the other details, this is not necessarily a bug but an aspect of this feature, disabling scripting disables scripting entirely For context: |
Tested versions
v4.4.dev4.mono.official [36e6207]
System information
Godot v4.4.dev4.mono - Windows 10.0.22631 - Multi-window, 2 monitors - OpenGL 3 (Compatibility) - NVIDIA GeForce RTX 4070 Ti SUPER (NVIDIA; 32.0.15.6614) - 13th Gen Intel(R) Core(TM) i9-13900K (32 threads)
Issue description
Disabling the "Script Editor" editor feature prevents Godot from launching the configured external editor.
In my case, I use C# and JetBrains Rider. If I have the Script Editor feature enabled, clicking the script icon in a scene correctly opens Rider, but if I disable the Script Editor feature, clicking the script icon no longer has any effect.
Steps to reproduce
Minimal reproduction project (MRP)
N/A
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