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path: root/platform/uwp/export/export.cpp
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* Fix directory check when exporting projectvolzhs2019-03-061-1/+1
| | | | Fix #26702
* Fixes misleading error message when trying to exportRicardo Lüders2019-03-051-0/+4
| | | | | | | This patch fixes the misleading error message when users try to "export all" into an invalid destination path. Closes #26539
* Platform: Ensure classes match their header filenameRémi Verschelde2019-02-121-10/+10
| | | | | | | | | | | | | | | | | | | | Also drop some unused files. Renamed: - `platform/iphone/sem_iphone.h` -> `semaphore_iphone.h` (same for `osx`) - `platform/uwp/gl_context_egl.h` -> `context_egl_uwp.h` - in `platform/windows`: `context_gl_win.h`, `crash_handler_win.h`, `godot_win.cpp`, `joypad.h` and `key_mapping_win.h` all renamed to use `windows`. Some classes renamed accordingly too. - `EditorExportAndroid` and `EditorExportUWP` renamed to `EditorExportPlatformAndroid` and `EditorExportPlatformUWP` - `power_android` and `power_osx` renamed to `PowerAndroid` and `PowerOSX` - `OSUWP` renamed to `OS_UWP` Dropped: - `platform/windows/ctxgl_procaddr.h`
* ExportDialog: Make error messages translatableRémi Verschelde2019-01-211-13/+13
| | | | Also fix missing newlines that caused #24202.
* Fixed a typo in 'uwp_device_capabilites'M. Huri2019-01-191-3/+3
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* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* uwp export: fix existing template checkAndrea Beconcini2018-11-271-1/+1
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* Export for OS X on OS X now lets you select .dmg or .zipMarcelo Fernandez2018-11-011-2/+4
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* Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-7/+7
| | | | | | This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
* Fix file hintsMarcin Zawiejski2018-08-231-2/+2
| | | | Fixes file hints so the file dialog actually displays the files with given extension (e.g. *.apk).
* BPTC supportelasota2018-08-211-0/+3
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* Add PROPERTY_HINT_PLACEHOLDER_TEXT for String propertiesRémi Verschelde2018-08-201-9/+9
| | | | | | Use it to provide a better example for application identifiers on Android, iOS and macOS, where users thought they *had* to use this as a magic token.
* Reduce unnecessary COW on Vector by make writing explicitHein-Pieter van Braam2018-07-261-50/+50
| | | | | | | | | | | | | | | | | | | | | | | This commit makes operator[] on Vector const and adds a write proxy to it. From now on writes to Vectors need to happen through the .write proxy. So for instance: Vector<int> vec; vec.push_back(10); std::cout << vec[0] << std::endl; vec.write[0] = 20; Failing to use the .write proxy will cause a compilation error. In addition COWable datatypes can now embed a CowData pointer to their data. This means that String, CharString, and VMap no longer use or derive from Vector. _ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug builds. This is a lot faster for Vector in the editor and while running tests. The reason why this difference used to exist is because force-inlined methods used to give a bad debugging experience. After extensive testing with modern compilers this is no longer the case.
* For uwp the ARM architecture needs to be in lower caseHein-Pieter van Braam2018-05-091-2/+2
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* Fix Coverity reports of uninitialized scalar variableRémi Verschelde2018-04-191-0/+8
| | | | | | | | | | | Fixes most current reports on Coverity Scan of uninitialized scalar variable (CWE-457): https://cwe.mitre.org/data/definitions/457.html These happen most of the time (in our code) when instanciating structs without a constructor (or with an incomplete one), and later returning the instance. This is sometimes intended though, as some parameters are only used in some situations and should not be double-initialized for performance reasons (e.g. `constant` in ShaderLanguage::Token).
* Fix typos with codespellluz.paz2018-02-211-1/+1
| | | | | | | | | | | | | | Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt` Whitelist consists of: ``` ang doubleclick lod nd que te unselect ```
* Merge pull request #15246 from vnen/uwp-gdnativeGeorge Marques2018-01-011-0/+11
|\ | | | | Make GDNative DLLs work on UWP
| * Make GDNative DLLs work on UWPGeorge Marques2018-01-011-0/+11
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* | Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
|/ | | | Happy new year to the wonderful Godot community!
* Add option to sign UWP exports with signtoolGeorge Marques2017-12-261-1/+69
| | | | Windows-only.
* Updated Linux template extensions to match architecture.Nathan Warden2017-12-121-1/+1
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* Made Vector::ptrw explicit for writing, compiler was sometimes using the ↵Juan Linietsky2017-11-251-12/+12
| | | | | | wrong function, leading to unnecesary copy on writes and reduced performance.
* Use new XDG folders to dehardcode pathsRémi Verschelde2017-11-191-3/+3
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* EditorSettings: Rename settings_path to settings_dirRémi Verschelde2017-11-171-3/+3
| | | | Also to prepare for upcoming refactoring for XDG support.
* Rename pos to position in user facing methods and variablesletheed2017-09-201-3/+3
| | | | | | | | | | | Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is.
* Fix unused variable warningsHein-Pieter van Braam2017-09-081-2/+0
| | | | The forth in my quest to make Godot 3.x compile with -Werror on GCC7
* Fix use of unitialized variablesHein-Pieter van Braam2017-09-021-1/+3
| | | | The second in my quest to make Godot 3.x compile with -Werror on GCC7
* Fix signed and unsigned comparisonsHein-Pieter van Braam2017-09-011-4/+4
| | | | The first in my quest to make Godot 3.x compile with -Werror on GCC7
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Convert Object::cast_to() to the static versionHein-Pieter van Braam2017-08-241-14/+14
| | | | | | | | | | | | Currently we rely on some undefined behavior when Object->cast_to() gets called with a Null pointer. This used to work fine with GCC < 6 but newer versions of GCC remove all codepaths in which the this pointer is Null. However, the non-static cast_to() was supposed to be null safe. This patch makes cast_to() Null safe and removes the now redundant Null checks where they existed. It is explained in this article: https://www.viva64.com/en/b/0226/
* Fixes for new two-dash long command line argumentsRémi Verschelde2017-08-211-1/+1
| | | | | | | | | - Fixes some single-dash leftovers that were missed in the previous commit - Reorder the help output for clarity, and document missing options - Drop obsolete options: --noop, --pack, --editor-scene, --level, --import, --import-script, --no-quit - Improve error message on malformed arguments and do not display help on error - Always use long form of arguments when starting a new Godot process from C++, for clarity and easy grepping - Cleanup obsolete code here and there
* Revert "Second take at making command-line arguments more UNIX-like + ↵Juan Linietsky2017-08-191-1/+1
| | | | main.cpp and help cleanup"
* Fixes for new two-dash long command line argumentsRémi Verschelde2017-08-191-1/+1
| | | | | | | | - Fixes some single-dash leftovers that were missed in the previous commit - Reorder the help output for clarity, and document missing options - Drop obsolete options: --noop, --pack, --editor-scene, --level, --import, --import-script, --no-quit - Improve error message on malformed arguments and do not display help on error - Cleanup obsolete code here and there
* Use const reference where favorableWilson E. Alvarez2017-08-141-2/+2
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* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-2/+12
| | | | -Added system for feature overrides, it's pretty cool :)
* Fix errors with global config names no more sorrys pleasegeequlim2017-07-191-1/+1
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* Bring back the UWP exporterGeorge Marques2017-07-121-1594/+581
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* Move core thirdparty files to thirdparty/{minizip,misc}Rémi Verschelde2017-04-281-4/+5
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* i-patch for Pirate languageRémi Verschelde2017-03-241-1/+1
| | | | | | | | | | Credits to jo_ for the joke and hcorion for finding the typo: <hcorion> Hi all, I was busy translating godot to Pirate, and I noticed a spelling error, on line 1035 in platform/uwp/export/export.cpp it mis-spells certificate as certficate missing the extra i <jo_> hcorion: Nice catch. <jo_> If you make a PR, please call it 'i-patch for Pirate."
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-16/+15
| | | | | | | | | | | | | | | | | | | | | | | | 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 Verschelde2017-03-051-2/+2
| | | | | | 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.
* Complete the globals.h -> global_config.h conversionBojidar Marinov2017-02-231-1/+1
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* Editor Export Settings Dialog is completed!! Now on to make some exporters..Juan Linietsky2017-02-191-3/+4
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* Removed import/export system, will start new one from scratch.Juan Linietsky2017-01-251-1/+2
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* Style: Various fixes to play nice with clang-formatRémi Verschelde2017-01-161-10/+11
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* rename String.extension() -> String.get_extension() / String.basename() -> ↵Juan Linietsky2017-01-141-1/+1
| | | | String.get_basename()
* -Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky2017-01-051-1/+1
| | | | | | | | categories. -Changed SectionedPropertyEditor to support this -Renamed Globals singleton to GlobalConfig, makes more sense. -Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-1/+1
| | | | | | | | Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
| | | | | | | | That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!