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path: root/editor/editor_export.cpp
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* Merge pull request #18455 from neikeq/export-pck-zip-debugHein-Pieter van Braam2018-04-291-0/+10
|\ | | | | Make 'Export PCK/ZIP' work well with EditorExportPlugin
| * Make 'Export PCK/ZIP' work well with EditorExportPluginIgnacio Etcheverry2018-04-261-0/+10
| | | | | | | | | | 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
* | Fix use64 used without being initializedMarcelo Fernandez2018-04-271-0/+1
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* Improved error checking at EditorExportPlatformPC::export_projectMarcelo Fernandez2018-03-061-16/+13
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* Merge pull request #16957 from akien-mga/version-macrosRémi Verschelde2018-02-241-1/+1
|\ | | | | Refactor version macros and fix related bugs
| * Refactor version macros and fix related bugsRémi Verschelde2018-02-231-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | The previous logic with VERSION_MKSTRING was a bit unwieldy, so there were several places hardcoding their own variant of the version string, potentially with bugs (e.g. forgetting the patch number when defined). The new logic defines: - VERSION_BRANCH, the main 'major.minor' version (e.g. 3.1) - VERSION_NUMBER, which can be 'major.minor' or 'major.minor.patch', depending on whether the latter is defined (e.g. 3.1.4) - VERSION_FULL_CONFIG, which contains the version status (e.g. stable) and the module-specific suffix (e.g. mono) - VERSION_FULL_BUILD, same as above but with build/reference name (e.g. official, custom_build, mageia, etc.) Note: Slight change here, as the previous format had the build name *before* the module-specific suffix; now it's after - VERSION_FULL_NAME, same as before, so VERSION_FULL_BUILD prefixed with "Godot v" for readability Bugs fixed thanks to that: - Export templates version matching now properly takes VERSION_PATCH into account by relying on VERSION_FULL_CONFIG. - ClassDB hash no longer takes the build name into account, but limits itself to VERSION_FULL_CONFIG (build name is cosmetic, not relevant for the API hash). - Docs XML no longer hardcode the VERSION_STATUS, this was annoying. - Small cleanup in Windows .rc file thanks to new macros.
* | EditorExport: Allow export plugins to add shared librariesIgnacio Etcheverry2018-02-221-2/+0
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* 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.
* Clean up \n from end of translation stringsArtem Varaksa2018-01-041-1/+1
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* Add support from properly exporting shared objects, needed for GDNative exportJuan Linietsky2018-01-041-1/+13
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* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Use a different strategy for path remaps, try loading from a remap file instead.Juan Linietsky2017-12-181-1/+18
| | | | This ensures multiple PCK exports still work.
* Merge pull request #14597 from NathanWarden/linux_extensionsRémi Verschelde2017-12-161-4/+14
|\ | | | | Updated Linux template extensions to match architecture.
| * Updated Linux template extensions to match architecture.Nathan Warden2017-12-121-4/+14
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* | -Added new scene conversion to binary on export (disabled by default, please ↵Juan Linietsky2017-12-151-2/+29
|/ | | | | | test) -This method works by directly converting text to binary, so the scene does not need to be loaded and saved
* Fix Manage Export Templates linkMattUV2017-12-081-0/+1
| | | | | In some cases, the link to download export templates was missing. Fixes #14391
* Export icon and splash images directly to final packageGeorge Marques2017-12-051-0/+12
| | | | | They need to bypass the path remapping to be loaded as images during the start routine.
* 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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