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path: root/platform/osx/export/export.cpp
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* Improved error checking at EditorExportPlatformPC::export_projectMarcelo Fernandez2018-03-061-4/+6
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* Modify OSX can_export logic to match the logic from ↵Marcelo Fernandez2018-03-031-9/+15
| | | | EditorExportPlatformPC::can_export
* OSX: Remove support for 32-bit and fat binariesRémi Verschelde2018-02-191-14/+2
| | | | | | Mac OS X is 64-bit only since 10.7 (Lion), which has reached End-Of-Life in October 2014. Therefore it no longer makes sense to support exporting 32-bit binaries for Mac OS X, and we can now default to 64-bit instead of bigger "fat" binaries.
* Adds dylib export for "dmg" export mode and change dylib path to ↵bruvzg2018-01-041-2/+20
| | | | "/Contents/Frameworks"
* Add support from properly exporting shared objects, needed for GDNative exportJuan Linietsky2018-01-041-1/+24
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* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Updated Linux template extensions to match architecture.Nathan Warden2017-12-121-1/+1
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* Fix Manage Export Templates linkMattUV2017-12-081-0/+1
| | | | | In some cases, the link to download export templates was missing. Fixes #14391
* Made Vector::ptrw explicit for writing, compiler was sometimes using the ↵Juan Linietsky2017-11-251-1/+1
| | | | | | wrong function, leading to unnecesary copy on writes and reduced performance.
* Allow configuring iOS exportRuslan Mustakov2017-11-211-0/+1
| | | | | | | | | | | | | | | | | - 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).
* 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.
* Use binary names instead of absolute paths in calls to OS::execute.fix/use-bin-nameJ08nY2017-10-131-2/+2
| | | | | | Now that #12009 is merged, we should let the system find the binary on the users $PATH and don't assume we know where to look for them in different distributions.
* Merge pull request #11810 from marcelofg55/osx_export_improvRémi Verschelde2017-10-091-269/+177
|\ | | | | OS X export code improvements
| * Improvements on the export code on OS XMarcelo Fernandez2017-10-031-269/+177
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* | fixed the OS.has_feature() API, and added support for 32 and 64.Juan Linietsky2017-10-031-0/+10
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* Fixed loading package from resource folder, exporting textures to bundle and ↵BastiaanOlij2017-09-081-2/+13
| | | | added a bit of feedback for a debug compile
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-7/+15
| | | | -Added system for feature overrides, it's pretty cool :)
* Fix errors with global config names no more sorrys pleasegeequlim2017-07-191-3/+3
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* -Reorganized all properties of project settings (Sorry, Again).Juan Linietsky2017-07-171-4/+4
| | | | | (Lot's of bloat accumulated, so it was time for clean up.) -Made EditorSettings and ProjectSettings search more useful (search in sections too)
* Fix typo in plist exportBastiaanOlij2017-07-061-2/+2
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* On OSX export to DMG and optionally code sign the app bundleBastiaanOlij2017-07-021-38/+305
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* BuildSystem: generated files have .gen.extensionPoommetee Ketson2017-06-251-1/+1
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* Reimplement export module for OSXBastiaanOlij2017-06-231-311/+186
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-7/+4
| | | | | | | | | | | | | | | | | | | | | | | | 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 Verschelde2017-03-051-3/+3
| | | | | | 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.
* -renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky2017-02-211-1/+1
| | | | | | modified files) -.pck and .zip exporting redone, seems to be working..
* Editor Export Settings Dialog is completed!! Now on to make some exporters..Juan Linietsky2017-02-191-5/+5
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* Removed import/export system, will start new one from scratch.Juan Linietsky2017-01-251-1/+2
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* -Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky2017-01-051-3/+3
| | | | | | | | 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()
* Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde2017-01-021-1/+1
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * Begining of GLES3 renderer:Juan Linietsky2016-10-031-1/+1
| | | | | | | | | | | | | | | | -Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working
* | 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!
* Remove some unused variablesJohan Manuel2016-08-131-1/+1
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* OSX export: Default to fat format, make it an enumRémi Verschelde2016-07-091-21/+27
| | | | | | Since we want to distribute only the fat binary in the official templates, this should make it work out of the box. 32 bits and 64 bits options are still available for people that want them, but will throw an error if the binaries are not in the template zip.
* Add missing license headers in our source files (#5255)Rémi Verschelde2016-06-181-0/+28
| | | Also removes a couple wrong Godot headers from third-party source files.
* Added application/fat_bits property for ↵marcelofg552016-05-251-1/+8
| | | | EditorExportPlatformOSX::EditorExportPlatformOSX
* Move export GUI debug toggle to export settings windoweska2016-04-281-1/+1
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* Add way to look for templates at system wide level tooest312015-11-301-9/+12
| | | | | | | | Useful for everybody wanting to package godot. Fixes #1026. -> Retain the old behaviour: path in error msg only when exporting. -> User templates override system templates
* Ability to visually debug geometry visually:Juan Linietsky2015-09-201-4/+4
| | | | | | | -Visible 2D and 3D Shapes, Polygons, Tile collisions, etc. -Visible Navmesh and Navpoly -Visible collision contacts for 2D and 3D as a red point -Customizable colors in project settings
* -Merged the file server with the live editing and remote debugJuan Linietsky2015-08-061-4/+4
| | | | -It is now really easy to deploy an android build with debug, and debug it
* fix custom export packages for PCDana Olson2014-08-251-2/+2
| | | | also allow custom templates to reside outside of res:// for all platforms
* More 3D ImprovementsJuan Linietsky2014-05-291-4/+4
| | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-= -Sprite3D and AnimatedSprite3D support. -Opaque pre-pass works, is compatible with shadows -Improved shadow map rendering (can differentiate between plain opaque and opaque with shaders/discard/etc) -Added option to use alpha discard in FixedMaterial -Improved Glow FX, many more options (three modes, Additive, Screen and SoftLight), strength and scale -Ability for Background (image or cubemap) to send to glow buffer -Dumb Deploy of clients now actually works in Android -Many Many rendering fixes, 3D is much more usable now.
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+504