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path: root/platform/uwp/export/export.cpp
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* Replace NULL with nullptrlupoDharkael2020-04-021-18/+18
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* Texture refactorJuan Linietsky2020-02-111-1/+1
| | | | | | | | -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
* Merge pull request #35886 from doot24/fix_#35871Rémi Verschelde2020-02-061-1/+1
|\ | | | | Fixed Godot not recognising 150x150 icon for uwp export #35871
| * fixed godot not recognising 150x150 icon for uwp exportD00T242020-02-031-1/+1
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* | Remove duplicate ERR_PRINT macro.Marcel Admiraal2020-02-051-3/+3
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* Export: Improve usability of command line interfaceRémi Verschelde2020-01-071-31/+18
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* 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.
* Fix inverted value check in UWP export packagerGeorge Marques2019-11-251-1/+1
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* [UWP] [Export] added additional checks for blank valuespiratesephiroth2019-11-091-0/+10
| | | | | `Short Name` and `Publisher Display Name` are mandatory. You can't even sign the app package without them in the manifest.
* Merge pull request #32051 from qarmin/some_error_explanationRémi Verschelde2019-09-251-1/+1
|\ | | | | Added some obvious errors explanations
| * Added some obvious errors explanationsqarmin2019-09-251-1/+1
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* | Changed some code found by Clang Tidy and Coverityqarmin2019-09-221-4/+4
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* Move CryptoCore to it's own folder.Fabio Alessandrelli2019-08-191-1/+1
| | | | Crypto classes will be placed in core/crypto.
* Export: Remove temp files from cache after exportRémi Verschelde2019-08-121-36/+21
| | | | | | | | | So far we left most temporary files lying around, so this attempts to fix that. I added a helper method to DirAccess to factor out the boilerplate of creating a DirAccess, checking if the file exists, remove it or print an error on failure.
* Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in "platform", ↵Robin Hübner2019-08-091-8/+4
| | | | "modules/gdnative", "modules/gdscript" directories.
* Fix some code found by Coverity Scan and PVS Studioqarmin2019-07-231-1/+3
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* CryptoCore class to access to base crypto utils.Fabio Alessandrelli2019-07-021-9/+5
| | | | | | | | | | | | | | | | | | Godot core needs MD5/SHA256/AES/Base64 which used to be provided by separate libraries. Since we bundle mbedtls in most cases, and we can easily only include the needed sources if we so desire, let's use it. To simplify library changes in the future, and better isolate header dependencies all functions have been wrapped around inside a class in `core/math/crypto_base.h`. If the mbedtls module is disabled, we only bundle the needed source files independently of the `builtin_mbedtls` option. If the module is enabled, the `builtin_mbedtls` option works as usual. Also remove some unused headers from StreamPeerMbedTLS which were causing build issues.
* Fix memory leak after closing filesqarmin2019-06-051-4/+0
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* Allow project export to be canceledGeorge Marques2019-05-181-14/+32
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* Enable warnings=extra on clang and GCC testers.marxin2019-04-021-1/+1
| | | | And remove 2 warnings from warnings=extra.
* 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/