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Now [member], [enum], and [signal] tags give links to their respective
definitions.
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Fix extra separator in filesystem dock right click menu
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Re-order add_separator calls to stop adding an extra separator if no item was selected.
It is possible for no items to be selected by right clicking the ".." item.
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Files list: Add "Show in Explorer" popup when nothing under mouse cursor
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clicked anywhere on the files list (when no files under mouse cursor)
Small fix
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Fixed not being able to use the "Open a Directory" dialog with the "Default Export Path" setting
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Export Path" setting.
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This caused issues if one decided to export many formats in a row.
The new file extension would be appended to the previous one.
Now, the filename is retained without its extension for successive exports.
Fixes #7291
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Allow exporting third-party iOS Frameworks
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- 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).
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Enhanced debugger for godot 3.0
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Ignore all script constants in the global section of the breakpoint stack.
Check property size before send to avoid too large of data be sent.
Fix crash while clear the remote objects from the debugger.
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dictionary editor implement
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Remove remote inspector panel
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Files list: Add "New Folder.." popup when nothing under mouse cursor
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_WHEN_ no any file/folder is under mouse cursor.
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Fixed runtime EDITOR_DEFs being dropped.
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Added some icons (Including the onion one)
Fixed text editor ellipsis style and editor tabs
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Fixes a crash on linux regarding scene tabs
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ability to lock spatial nodes transform in editor
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Add command line support to export pck or zip
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Fixed a bug where materials and/or meshes weren't assigned to scene on first import.
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3.0 - add open feture to dependency_editor.cpp(View Owner..)
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Allow exporting enums from GDScript
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Use as `export(E) ...`
Closes #12392
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Add Scene button and tab scrolling
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Few fixes for asset store browser
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[3.0] - Add close other tabs to Script Editor
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Let SceneTreeDock duplicate nodes via Node::duplicate()
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Helps with #11182.
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Remove need to _MKSTR version strings and rename "revision" to "build"
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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.
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It was readded in panic after I mistakenly removed the hardcoded "-3" in #12988,
forgetting that Windows would still use the same path and thus conflict with 2.1
(contrarily to macOS and Linux).
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Add support for XDG Base Directory spec
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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.
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Also to prepare for upcoming refactoring for XDG support.
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Implemented planar scaling with two modes.
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Modes:
- Scale uniformly on two axes
- Hold SHIFT to scale non uniformly
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