Age | Commit message (Collapse) | Author |
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Has the nice side effect that you can share your .import folder or rename
your project and godot wont reimport stuff.
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Also to prepare for upcoming refactoring for XDG support.
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fixes #9286
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Save scene preview even when not doing save and play.
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to has_setting. Fixes #11844
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Also fix bugs when meshes are always generated.
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Fix importer not applying default settings
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opened, but have to check in detail..
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Removing a Resource also deletes imported files.
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a core reimport problem, but so far fixes #8116
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-More presets for scene importer
-Option in scene importer to export root nodes as separate scenes
-Fixed MeshInstance preview
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-Added system for feature overrides, it's pretty cool :)
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Also, add some uninitialized variables into constructors (I like to applease cppcheck).
Also, remove unused md_count.
Fixes #3662.
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EditorFileSystemDirectory
Make EditorFileDialog, FileDialog and EditorFileSystemDirectory alphanumerical sorting more natural
Added a new method 'naturalnocasecmp_to' and comparator 'NaturalNoCaseComparator' to String.
Fixes #8712.
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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.
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Now project files don't have to be named "godot.cfg" anymore, they can have any name so as long as it ends with *.godot.
Also godot will automatically start the editor now if launched with a project file as an argument.
This allows for double-clicking of projects to open them :)
Code-wise this should be complete, but there's still work to do:
- Make a nice icon for godot projects.
- Work on installers/packaging -> register the extension and icon with godot.
- Update the 2.1 to 3.0 exporter.
Tested on linux and windows so far.
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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
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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.
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