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path: root/editor/editor_export.cpp
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2017-11-21Allow configuring iOS exportRuslan Mustakov
- 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).
2017-11-20Pass engine name and version parts as proper stringsRémi Verschelde
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.
2017-11-19Use new XDG folders to dehardcode pathsRémi Verschelde
2017-11-19Add initial support for the XDG Base Directory specRémi Verschelde
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.
2017-11-17EditorSettings: Rename settings_path to settings_dirRémi Verschelde
Also to prepare for upcoming refactoring for XDG support.
2017-11-15[GDNative] export pluginKarroffel
2017-10-21Cleanup unnecessary debug printsRémi Verschelde
2017-10-03fixed the OS.has_feature() API, and added support for 32 and 64.Juan Linietsky
2017-09-26Enhance iOS exportRuslan Mustakov
- 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.
2017-09-20Rename pos to position in user facing methods and variablesletheed
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.
2017-09-17Fix x11 exported executables not getting the +x flagMarcelo Fernandez
2017-09-15Added type on export file callback, and initial export function.Juan Linietsky
2017-09-14Re-Added export plugins with a more interesting API, as well as the ability ↵Juan Linietsky
to do path remapping. Also added ability to tell the exporter that a shared object needs to be bundled in the build.
2017-09-08Fix unused variable warningsHein-Pieter van Braam
The forth in my quest to make Godot 3.x compile with -Werror on GCC7
2017-09-01Fix files headerPoommetee Ketson
2017-08-27Dead code tells no talesRémi Verschelde
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-21Merge pull request #10351 from neikeq/enums-are-for-the-weakJuan Linietsky
ClassDB: Provide the enum name of integer constants
2017-08-21Fixes for new two-dash long command line argumentsRémi Verschelde
- 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
2017-08-20ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry
2017-08-19Revert "Second take at making command-line arguments more UNIX-like + ↵Juan Linietsky
main.cpp and help cleanup"
2017-08-19Fixes for new two-dash long command line argumentsRémi Verschelde
- 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
2017-08-14Use include/exclude export filters. Fixes #9860Ruslan Mustakov
2017-08-10Removes type information from method bindsIgnacio Etcheverry
2017-07-20custom_features: fix typoMartin Capitanio
2017-07-19-Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky
-Added system for feature overrides, it's pretty cool :)
2017-06-16Complete changing of resource extensionsGeorge Marques
Some places were missing in e42d59f.
2017-06-10Fix `network/debug/remote_port` editor setting not working properlyFabio Alessandrelli
2017-05-09Display remote_host/port in network->debug settingsFabio Alessandrelli
2017-05-05Fix template loadingJ08nY
2017-05-01Rename project file to "project.godot"Rémi Verschelde
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.
2017-04-28Move core thirdparty files to thirdparty/{minizip,misc}Rémi Verschelde
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-03-29Merge pull request #8191 from eska014/webgl2-exportJuan Linietsky
WebGL 2 export per WebAssembly or asm.js
2017-03-29WebGL 2 export per WebAssembly or asm.jseska
2017-03-24Fix bogus s/_md/D_METHOD/ affecting md5 stuffRémi Verschelde
2017-03-24Fix typos in source code using codespellRémi Verschelde
From https://github.com/lucasdemarchi/codespell
2017-03-23Several fixes to Android exporter and port.Juan Linietsky
Android seems to be working again!
2017-03-21Export working (for linux at least)Juan Linietsky
2017-03-21Export template management dialog.Juan Linietsky
Missing download (need to discuss this!)
2017-03-05A Whole New World (clang-format edition)Rémi Verschelde
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
2017-03-05Refactoring: rename tools/editor/ to editor/Rémi Verschelde
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.