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* One Copyright Update to rule them allRémi Verschelde2023-01-051-29/+29
| | | | | | | | | | | | | | | | | | | | As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
* Update export dialog to handle many architecturesAaron Franke2022-07-291-2/+0
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* Split up editor export code into multiple filesAaron Franke2022-07-261-0/+1
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* Add static methods for creating Image and ImageTexturekobewi2022-07-081-6/+1
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* [Editor] LinuxBSD export reports Linux as OS name.Fabio Alessandrelli2022-05-241-1/+1
| | | | | | | | | This is in line with what's reported by the `OS` class on GNU/Linux, and is required by the extension exporter to identify the correct library. For BSD, we should either finish splitting the platform (into platform/bsd) or register a separate exporter with OS name BSD and proper templates detection.
* Generate export template file names instead of having a fixed setAaron Franke2022-03-221-4/+0
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* Change extension for Linux 32-bit x86 exports to x86_32Aaron Franke2022-03-211-1/+1
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* Move fixup_embedded_pck to EditorExportPlatform classesAaron Franke2022-03-201-108/+0
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* [Export] Add "export console script" option for Linux, macOS, and Windows ↵bruvzg2022-03-141-5/+2
| | | | exports.
* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Make platform feature tag names lowercaseHugo Locurcio2021-08-311-1/+1
| | | | | | | | | | | | | | Feature tag names are still case-sensitive, but this makes built-in feature tags more consistent. - `Windows` -> `windows` - `OSX` -> `osx` - `LinuxBSD` -> `linuxbsd` - `Android` -> `android` - `iOS` -> `ios` - `HTML5` -> `html5` - `JavaScript` -> `javascript` - `UWP` -> `uwp`
* Rename `instance()`->`instantiate()` when it's a verbLightning_A2021-06-191-2/+2
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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 🎆
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-3/+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.
* Effective DisplayServer separation, rename X11 -> LinuxBSDJuan Linietsky2020-03-261-0/+169