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path: root/editor/project_export.h
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* Core: Move DirAccess and FileAccess to `core/io`Rémi Verschelde2021-06-111-1/+1
| | | | | File handling APIs are typically considered part of I/O, and we did have most `FileAccess` implementations in `core/io` already.
* 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 🎆
* Allow folder checking in export preset file listTomasz Chabora2020-11-141-0/+2
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* Disable code to add patches menuEv1lbl0w2020-10-191-12/+0
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* Adds PCK encryption support (using script encryption key for export).bruvzg2020-09-051-0/+11
| | | | Change default encryption mode from ECB to CFB.
* Implementation of the Godot Android Plugin configuration fileFredia Huya-Kouadio2020-05-171-0/+1
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* Working multiple window support, including editorJuan Linietsky2020-03-261-0/+1
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* 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.
* Fixes to make exporting more responsive.Juan Linietsky2019-04-241-3/+3
| | | | | | -Process and drop input in step functions. -Hide editor file dialog right after pressing ok -Use actual editor file dialogs for project export.
* Make "Export with Debug" more visible in the Export dialogHugo Locurcio2019-01-201-2/+2
| | | | | | | | | | | | | This swaps out the CheckButton with a CheckBox, which has two benefits: - The checkbox icon appears to the left of the text, which moves it closer from the text. This makes it more easily noticeable, as it also appears below the "File:" text now. - It follows the UI convention of using checkboxes for options that do not bear an immediate effect, unlike CheckButtons which are expected to have an immediate effect when toggled. This closes #25170.
* Clean up and fix issues after merging #21701 , closes #21104Juan Linietsky2019-01-181-1/+1
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* Merge pull request #24582 from Xrayez/script-encryptRémi Verschelde2019-01-041-0/+12
|\ | | | | Bring back script encryption in export preset
| * Bring back script encryption in export presetAndrii Doroshenko (Xrayez)2018-12-241-0/+12
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Retrieved working implementation from 2.1 branch and adapted to existing export preset system. Added Script tab in export preset to export script as raw text, compiled, or encrypted (same as in 2.1). The script encryption key is visually validated. The script export mode and the key is saved per per preset in `export_presets.cfg`, so it makes sense to ignore this file in version control system. Each custom exporting procedure can retrieve an export preset set during project exporting. Refactored project export dialog a bit to allow easier code comprehension.
* | Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
|/ | | | Happy new year to the wonderful Godot community!
* Export Path now has a folder icon to select the pathMarcelo Fernandez2018-11-121-2/+6
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* Merge pull request #23476 from marcelofg55/export_allRémi Verschelde2018-11-091-0/+6
|\ | | | | Add an Export All button to the Export dialog
| * Add an Export All button to the Export dialogMarcelo Fernandez2018-11-031-0/+6
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* | Preset saved export path is now shown on the Export windowMarcelo Fernandez2018-11-051-0/+2
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* Add a duplicate button to duplicate presetsMarcelo Fernandez2018-10-281-0/+2
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* ExportDialog: Validate path before allowing exportRémi Verschelde2018-08-311-0/+1
| | | | | | | | | | | Otherwise one could quite easily end up with the exported game being hidden files named ".x86_64" and ".pck" for example. Also improved the default filename logic a bit to also include extension, and never fallback to an empty string. Also fixed being able to click "Export project" without selecting a preset.
* Port ImportDock and ProjectExport to new property editor (2nd try)Rémi Verschelde2018-08-201-11/+9
| | | | | Thanks to @ibrahn for helping debug the crashes caused in ProjectExportDialog by the stray `update_tree()` call, no longer needed in the new inspector.
* Revert "Port ImportDock and ProjectExport to new property editor"Rémi Verschelde2018-08-181-9/+11
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* Port ImportDock and ProjectExport to new property editorRémi Verschelde2018-08-181-11/+9
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* Make 'Export PCK/ZIP' work well with EditorExportPluginIgnacio Etcheverry2018-04-261-0/+1
| | | | | Add debug flag to the 'Export PCK/ZIP' option Make 'Export PCK/ZIP' notify when the export process begins. This is necessary to receive the 'EditorExportPlugin::_export_begin' callback
* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Fix file extensions persisting in file dialog after exportRobbie Cooper2017-11-201-0/+2
| | | | | | | | | This caused issues if one decided to export many formats in a row. The new file extension would be appended to the previous one. Now, the filename is retained without its extension for successive exports. Fixes #7291
* Added error dialog when failing to export projectJakob Sinclair2017-10-131-0/+1
| | | | | | Fixes #11836 Signed-off-by: Jakob Sinclair <sinclair.jakob@mailbox.org>
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-0/+9
| | | | -Added system for feature overrides, it's pretty cool :)
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* WebGL 2 export per WebAssembly or asm.jseska2017-03-291-0/+1
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* Export working (for linux at least)Juan Linietsky2017-03-211-2/+7
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* Export template management dialog.Juan Linietsky2017-03-211-0/+6
| | | | Missing download (need to discuss this!)
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-31/+22
| | | | | | | | | | | | | | | | | | | | | | | | I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
* Refactoring: rename tools/editor/ to editor/Rémi Verschelde2017-03-051-0/+142
The other subfolders of tools/ had already been moved to either editor/, misc/ or thirdparty/, so the hiding the editor code that deep was no longer meaningful.