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* Allow configuring iOS exportRuslan Mustakov2017-11-211-22/+100
| | | | | | | | | | | | | | | | | - EditorExportPlugin's _export_begin accepts all the arguments related to the current export (is_debug, path, flags). - EditorExportPlugin API is extended with methods allowing to configure iOS export: add_ios_framework, add_ios_plist_content, add_ios_linker_flags, add_ios_bundle_file. - iOS export template now contains Godot as a static library so that it can be linked with third-party Frameworks and GDNative static libraries. - Adds method to DirAccess for recursive copying of a directory. - Fixes iOS export to work with Xcode 9 (released recently).
* Pass engine name and version parts as proper stringsRémi Verschelde2017-11-201-1/+1
| | | | | | Removes the need for _MKSTR all over the place which has the drawback of converting _MKSTR(UNKNOWN_DEFINE) to "UKNOWN_DEFINE" instead of throwing a compilation error.
* Use new XDG folders to dehardcode pathsRémi Verschelde2017-11-191-2/+2
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* Add initial support for the XDG Base Directory specRémi Verschelde2017-11-191-21/+6
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html (latest as of this commit). Three virtual methods are added to OS for the various XDG paths we will use: - OS::get_data_path gives XDG_DATA_HOME, or if missing: ~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows - OS::get_config_path gives XDG_CONFIG_HOME, or if missing: ~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows - OS::get_cache_path gives XDG_CACHE_HOME, or if missing: ~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows So for Windows there are no changes, for Linux we follow the full split spec and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot. Support for system-wide installation of templates on Unix was removed for now, as it's a bit hackish and I don't think anyone uses it. user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by default, but when using the application/config/use_shared_user_dir option it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame. For now everything still goes in EditorSettings::get_settings_dir(), but this will be changed in a later commit to make use of the new splitting where relevant. Part of #3513.
* EditorSettings: Rename settings_path to settings_dirRémi Verschelde2017-11-171-3/+3
| | | | Also to prepare for upcoming refactoring for XDG support.
* [GDNative] export pluginKarroffel2017-11-151-1/+1
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* Cleanup unnecessary debug printsRémi Verschelde2017-10-211-5/+0
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* fixed the OS.has_feature() API, and added support for 32 and 64.Juan Linietsky2017-10-031-0/+6
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* Enhance iOS exportRuslan Mustakov2017-09-261-0/+2
| | | | | | | | | | - The export process now builds complete .ipa on macOS, instead of just creating XCode project. - The project includes Capabilities games usually require: Game Center, Push Notifications, In-App Purchase. - Icons and launch screens can be specified in export preset.
* Rename pos to position in user facing methods and variablesletheed2017-09-201-2/+2
| | | | | | | | | | | 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 x11 exported executables not getting the +x flagMarcelo Fernandez2017-09-171-1/+17
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* Added type on export file callback, and initial export function.Juan Linietsky2017-09-151-6/+37
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* Re-Added export plugins with a more interesting API, as well as the ability ↵Juan Linietsky2017-09-141-4/+106
| | | | | | to do path remapping. Also added ability to tell the exporter that a shared object needs to be bundled in the build.
* Fix unused variable warningsHein-Pieter van Braam2017-09-081-0/+2
| | | | The forth in my quest to make Godot 3.x compile with -Werror on GCC7
* Fix files headerPoommetee Ketson2017-09-011-1/+1
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* Dead code tells no talesRémi Verschelde2017-08-271-2202/+0
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Merge pull request #10351 from neikeq/enums-are-for-the-weakJuan Linietsky2017-08-211-13/+13
|\ | | | | ClassDB: Provide the enum name of integer constants
| * ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry2017-08-201-13/+13
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* | Fixes for new two-dash long command line argumentsRémi Verschelde2017-08-211-18/+18
|/ | | | | | | | | - 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 Linietsky2017-08-191-18/+18
| | | | main.cpp and help cleanup"
* Fixes for new two-dash long command line argumentsRémi Verschelde2017-08-191-18/+18
| | | | | | | | - 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 include/exclude export filters. Fixes #9860Ruslan Mustakov2017-08-141-1/+60
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* Removes type information from method bindsIgnacio Etcheverry2017-08-101-10/+10
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* custom_features: fix typoMartin Capitanio2017-07-201-1/+1
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* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-15/+68
| | | | -Added system for feature overrides, it's pretty cool :)
* Complete changing of resource extensionsGeorge Marques2017-06-161-2/+2
| | | | Some places were missing in e42d59f.
* Fix `network/debug/remote_port` editor setting not working properlyFabio Alessandrelli2017-06-101-3/+6
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* Display remote_host/port in network->debug settingsFabio Alessandrelli2017-05-091-3/+3
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* Fix template loadingJ08nY2017-05-051-91/+52
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* Rename project file to "project.godot"Rémi Verschelde2017-05-011-4/+4
| | | | | | | | | | | | | | Slimmed down variant from the reverted #8375. The rationale behind the name change is to give Godot's project file a unique extension (".godot") that can be registered on the OS to be associated with the Godot binary (OS registration not implemented here). This PR also adds the possibility to start the game or editor if launched with the project.godot passed as argument, which paves the way for allowing a similar behaviour on a double-click in the OS file manager (code originally by @Hinsbart). Closes #6915.
* Move core thirdparty files to thirdparty/{minizip,misc}Rémi Verschelde2017-04-281-1/+3
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* Merge pull request #8191 from eska014/webgl2-exportJuan Linietsky2017-03-291-1/+4
|\ | | | | WebGL 2 export per WebAssembly or asm.js
| * WebGL 2 export per WebAssembly or asm.jseska2017-03-291-1/+4
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* | Fix bogus s/_md/D_METHOD/ affecting md5 stuffRémi Verschelde2017-03-241-10/+10
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* | Fix typos in source code using codespellRémi Verschelde2017-03-241-2/+2
|/ | | | From https://github.com/lucasdemarchi/codespell
* Several fixes to Android exporter and port.Juan Linietsky2017-03-231-0/+64
| | | | Android seems to be working again!
* Export working (for linux at least)Juan Linietsky2017-03-211-13/+44
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* Export template management dialog.Juan Linietsky2017-03-211-1/+2
| | | | Missing download (need to discuss this!)
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-297/+261
| | | | | | | | | | | | | | | | | | | | | | | | 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/+3231
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.