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Release templates handle command line debugging arguments #33965
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Likewise, ignoring the window geometry restrictions can be done using external tools. |
Anything can be done using external tools. 😃 |
^ On a second thought, older games had command-line arguments that enabled in-game console and it was a standard way to use cheats, so not sure. (talking about external tools, I once ran game in XP VM and used snapshots to "save" game at any moment like in emulator, heh) |
The command line parsing should hopefully undergo major changes in #26213 which could possibly allow more fine-grained set of options to be present under different build configurations. |
Godot version:
3.1.1.stable.official - linux_x11_64_release
OS/device including version:
Linux
Issue description:
I don’t know how critical this is, but I noticed that release builds handle command line arguments almost as well as debug builds. Examples:
That is, there is a theoretical possibility to skip any scene, change the timescale, expand the window even if it was locked.
I understand that, most likely, there is nothing to be done, cheaters and speedraners cannot be stopped, I just inform other developers about this feature. See also #24716.
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