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* ICU: Update to version 69.1, improve ICU data export process.bruvzg2021-04-221-7/+21
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* Merge pull request #43550 from KoBeWi/resourcismRémi Verschelde2021-04-011-0/+13
|\ | | | | Add option to exclude selected resources on export
| * Add option to exclude selected resources on exportTomasz Chabora2021-03-231-0/+13
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* | Add a "keep" import mode to keep files as-is and export them.Juan Linietsky2021-03-221-0/+14
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* | Fix crash when trying to export zero files.mujpao2021-03-111-13/+45
| | | | | | | | | | Fixes crash that happened while exporting if zero files were selected and adds more error handling to EditorExportPlatform class.
* | Update the filtering logic to properly handle directories with `.gdignore` ↵Fredia Huya-Kouadio2021-02-241-0/+5
| | | | | | | | files.
* | Reorganize Project Settingsreduz2021-02-181-8/+8
| | | | | | | | | | | | | | -Advanced Settings toggle also hides advanced properties when disabled -Simplified Advanced Bar (errors were just plain redundant) -Reorganized rendering quality settings. -Reorganized miscelaneous settings for clean up.
* | Create the temporary PCK export directory if it doesn't existHugo Locurcio2021-01-301-0/+4
| | | | | | | | This closes #45560.
* | Add all AutoLoad resources when exporting the projectFilip2021-01-101-0/+20
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* | Update copyright statements to 2021Rémi Verschelde2021-01-011-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
* | Merge pull request #44524 from madmiraal/rename-editor-viewportRémi Verschelde2020-12-281-1/+1
|\ \ | | | | | | Rename EditorInterface get_editor_viewport to get_editor_main_control
| * | Rename EditorInterface get_editor_viewport to get_editor_main_controlMarcel Admiraal2020-12-191-1/+1
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* | | Rename empty() to is_empty()Marcel Admiraal2020-12-281-5/+5
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* | Cleanup unused engine codeTomasz Chabora2020-12-091-7/+0
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* | [Complex Text Layouts] Refactor Font class, default themes and controls to ↵bruvzg2020-11-261-1/+14
| | | | | | | | | | | | | | | | use Text Server interface. Implement interface mirroring. Add TextLine and TextParagraph classes. Handle UTF-16 input on macOS and Windows.
* | Export: Reorder options for consistency across platformsRémi Verschelde2020-11-201-4/+6
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* | Fix Android Export jarsigner error with *.import whitelistNathan Franke2020-11-131-0/+3
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* Reorganized core/ directory, it was too fatty alreadyreduz2020-11-071-2/+2
| | | | | | -Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
* Disable code to add patches menuEv1lbl0w2020-10-191-36/+0
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* iOS: Fix multiple issues with PVRTC import, disable ETC1Vasiliy Makarov2020-09-231-0/+14
| | | | | | | | | | | | | | | Fixes: #28683, #28621, #28596 and maybe others For iOS we enable pvrtc feature by default for all backends Etc1 for iOS doesn't have any sense, so it disabled. Fixed checks in export editor. Fixed pvrtc encoding procedure. Edit by Akien: Forward-ported from #38076, this may not make sense as is for Godot 4.0, but it's important that we have the latest code in sync with 3.2 for when more rendering backends and proper iOS support are added back. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
* Adds PCK encryption support (using script encryption key for export).bruvzg2020-09-051-33/+229
| | | | Change default encryption mode from ECB to CFB.
* iOS Export: Add a method to embed a frameworkSergey Minakov2020-08-191-0/+9
| | | | | By default 'add_ios_framework' would not embed a framework to save previous behavior. New 'add_ios_embedded_framework' would embed framework on export.
* Fix overwrite of manual changes in export_presets.cfg when export dialog is ↵Maganty Rushyendra2020-06-201-1/+0
| | | | | | | opened Ensures that behavior when export_presets.cfg file is edited manually while editor is running remains identical to before commit 44094b0.
* Account for file deletion and renaming in Export PresetsMaganty Rushyendra2020-06-111-1/+18
| | | | | | | Ensure that presets are updated with the latest files when starting up or opening the Project Export dialog. Fixes the error where Godot would attempt to export deleted files that were previously selected.
* Implementation of the Godot Android Plugin configuration fileFredia Huya-Kouadio2020-05-171-2/+54
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* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-25/+46
| | | | | Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
* Style: Enforce separation line between function definitionsRémi Verschelde2020-05-141-0/+5
| | | | | | | | | | | | | | | | | | | | | | | I couldn't find a tool that enforces it, so I went the manual route: ``` find -name "thirdparty" -prune \ -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \ -o -name "*.glsl" > files perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files) misc/scripts/fix_style.sh -c ``` This adds a newline after all `}` on the first column, unless they are followed by `#` (typically `#endif`). This leads to having lots of places with two lines between function/class definitions, but clang-format then fixes it as we enforce max one line of separation. This doesn't fix potential occurrences of function definitions which are indented (e.g. for a helper class defined in a .cpp), but it's better than nothing. Also can't be made to run easily on CI/hooks so we'll have to be careful with new code. Part of #33027.
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-110/+0
| | | | | | | | | | | | | | Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
* Enforce use of bool literals instead of integersRémi Verschelde2020-05-141-1/+1
| | | | | Using clang-tidy's `modernize-use-bool-literals`. https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-bool-literals.html
* Port member initialization from constructor to declaration (C++11)Rémi Verschelde2020-05-141-7/+0
| | | | | | | | | | Using `clang-tidy`'s `modernize-use-default-member-init` check and manual review of the changes, and some extra manual changes that `clang-tidy` failed to do. Also went manually through all of `core` to find occurrences that `clang-tidy` couldn't handle, especially all initializations done in a constructor without using initializer lists.
* Support multiple debug protocols.Fabio Alessandrelli2020-05-121-2/+2
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* Replace NULL with nullptrlupoDharkael2020-04-021-8/+8
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* Mono/C#: Add iOS supportIgnacio Etcheverry2020-03-311-0/+9
| | | | | | Right now, games only work on devices when exported with FullAOT+Interpreter. There are some issues left that need to addressed for FullAOT alone. Right now, it's giving issues with the Godot.NativeCalls static constructor.
* Style: Set clang-format Standard to Cpp11Rémi Verschelde2020-03-171-4/+4
| | | | | | | | | | For us, it practically only changes the fact that `A<A<int>>` is now used instead of the C++03 compatible `A<A<int> >`. Note: clang-format 10+ changed the `Standard` arguments to fully specified `c++11`, `c++14`, etc. versions, but we can't use `c++17` now if we want to preserve compatibility with clang-format 8 and 9. `Cpp11` is still supported as deprecated alias for `Latest`.
* Signals: Port connect calls to use callable_mpRémi Verschelde2020-02-281-3/+1
| | | | | | | | | Remove now unnecessary bindings of signal callbacks in the public API. There might be some false positives that need rebinding if they were meant to be public. No regular expressions were harmed in the making of this commit. (Nah, just kidding.)
* Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky2020-02-201-1/+1
| | | | objects and made them default.
* PoolVector is gone, replaced by VectorJuan Linietsky2020-02-181-5/+5
| | | | | Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
* Remove obsolete GLES3 backendRémi Verschelde2020-02-131-12/+3
| | | | | | | | | | | | | | Due to the port to Vulkan and complete redesign of the rendering backend, the `drivers/gles3` code is no longer usable in this state and is not planned to be ported to the new architecture. The GLES2 backend is kept (while still disabled and non-working) as it will eventually be ported to serve as the low-end renderer for Godot 4.0. Some GLES3 features might be selectively ported to the updated GLES2 backend if there's a need for them, and extensions we can use for that. So long, OpenGL driver bugs!
* Texture refactorJuan Linietsky2020-02-111-2/+2
| | | | | | | | -Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD
* Remove duplicate ERR_PRINT macro.Marcel Admiraal2020-02-051-1/+1
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* Export: Improve usability of command line interfaceRémi Verschelde2020-01-071-29/+17
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | I'm barely scratching the surface of the changes needed to make the --export command line interface easy to use, but this should already improve things somewhat. - Streamline `can_export()` templates check in all platforms, checking first for the presence of official templates, then of any defined custom template, and reporting on the absence of any. Shouldn't change the actual return value much which is still true if either release or debug is usable - we might want to change that eventually and better validate against the requested target. - Fix discrepancy between platforms using `custom_package/debug` and `custom_template/debug` (resp. `release`). All now use `custom_template`, which will break compatibility for `export_presets.cfg` with earlier projects (but is easy to fix). - Use `can_export()` when attempting a command line export and report the same errors that would be shown in the editor. - Improve error reporting after a failed export attempt, handling missing template and invalid path more gracefully. - Cleanup of unused stuff in EditorNode around the export workflow. - Improve --export documentation in --help a bit. Fixes #16949 (at least many of the misunderstandings listed there). Fixes #18470.
* PCK: Set VERSION_PATCH in header, factor out header magicJoost Heitbrink2020-01-061-4/+6
| | | | | | | | | | | | Unify pack file version and magic to avoid hardcoded literals. `version.py` now always includes `patch` even for the first release in a new stable branch (e.g. 3.2). The public name stays without the patch number, but `Engine.get_version_info()` already included `patch == 0`, and we can remove some extra handling of undefined `VERSION_PATCH` this way. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
* Update copyright statements to 2020Rémi Verschelde2020-01-011-2/+2
| | | | | | | | | | | Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
* Improve EditorExportPlatform interface.Fabio Alessandrelli2019-10-231-1/+7
| | | | | Convert all get_device* methods to get_option* and normalize their usage as icon, label, tooltip.
* Add code signing support for Windows exports (using "signtool" on Windows ↵bruvzg2019-10-041-0/+7
| | | | and "osslsigncode" on the other platforms)
* Added some obvious errors explanationsqarmin2019-09-251-2/+2
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* Merge pull request #31586 from SonerSound/issue_31533Rémi Verschelde2019-08-231-0/+6
|\ | | | | Export path is the only path to be saved as a relative path
| * Export path is the only path to be saved as a relative pathSonerSound2019-08-221-0/+6
| | | | | | | | Also reverts 90b2415343287f67586956c798d4b7a63544158f
* | Move CryptoCore to it's own folder.Fabio Alessandrelli2019-08-191-1/+1
| | | | | | | | Crypto classes will be placed in core/crypto.
* | Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in 'core/' and 'editor/'Braden Bodily2019-08-171-1/+1
| | | | | | | | | | | | | | | | | | Condensed some if and ERR statements. Added dots to end of error messages Couldn't figure out EXPLAINC. These files gave me trouble: core/error_macros.h, core/io/file_access_buffered_fa.h (where is it?), core/os/memory.cpp, drivers/png/png_driver_common.cpp, drivers/xaudio2/audio_driver_xaudio2.cpp (where is it?)