Age | Commit message (Collapse) | Author |
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Fixes #26857.
Fixes #34433.
Fixes #34826.
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The previous behavior relying on the provided extension was problematic
on macOS since .zip is the main extension used for the full project
export (binary + data pack).
We add a dedicated `--export-pack` command line option to define when
only the data pack should be exported. Its extension will still be
inferred from the path.
Fixes #23073.
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I'm barely scratching the surface of the changes needed to make the
--export command line interface easy to use, but this should already
improve things somewhat.
- Streamline `can_export()` templates check in all platforms, checking
first for the presence of official templates, then of any defined
custom template, and reporting on the absence of any.
Shouldn't change the actual return value much which is still true if
either release or debug is usable - we might want to change that
eventually and better validate against the requested target.
- Fix discrepancy between platforms using `custom_package/debug` and
`custom_template/debug` (resp. `release`).
All now use `custom_template`, which will break compatibility for
`export_presets.cfg` with earlier projects (but is easy to fix).
- Use `can_export()` when attempting a command line export and report
the same errors that would be shown in the editor.
- Improve error reporting after a failed export attempt, handling
missing template and invalid path more gracefully.
- Cleanup of unused stuff in EditorNode around the export workflow.
- Improve --export documentation in --help a bit.
Fixes #16949 (at least many of the misunderstandings listed there).
Fixes #18470.
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Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
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* "Add" button text in Groups Editor
* "Receiver Method" in Connect Signal Dialog
* "Play Mode" in Animation State Machine Editor
* "Mesh Library" button text in Mesh Library editor plugin
* Compose Array node button texts in Visual Script
* Various button texts in TileSet Editor
* Various Run Script errors
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VCS integration for Godot Editor
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The fade animation tended to give the editor a "sluggish" feel
when running at lower FPS (which is common in heavy 3D scenes),
so it's probably a good idea to remove it.
This also makes dimming less intense (50% instead of 60%).
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multiple editor/project manager instances, recent/favourite project list to project manager dock menu and opened scene list to editor dock menu.
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IAmActuallyCthulhu/pr/remove-redundant-author-comments
Remove redundant author doc comments
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C#: Add Ide Connection library and server for the editor
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This will be used for communicating between the Godot editor and external IDEs/editors, for things like opening files, triggering hot-reload and running the game with a debugger attached.
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This closes #27811.
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Implements #6067 (aaronfranke's idea)
Fixes #26980
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Closes #20662
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Add editor menu to open the project data "user://" location.
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CheckButtons should only be used if toggling them has an
immediate effect. Otherwise, CheckBoxes should be used.
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- Make visibility of the spinner and "update always" option editor-wide,
rather than per-project metadata.
- Add options "Show Update Spinner" and "Update Continuously" under
Editor Settings > Interface > Editor. Both options are false by
default.
- Rename some variables and constants to be more consistent and clearer:
"update always" -> "update continuously", "update changes" -> "update
when changed", "update menu" -> "update spinner", "circle" -> "update
spinner".
Fixes #23738.
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Saving/deleting editor layouts dialog with layout list
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This is an editor setting and its value can also be toggled
using an entry in the Editor toolbar. The console will still
appear briefly when starting the project manager or editor,
as it's still compiled as console application.
Does not impact exported games, which will still run without
console in release and with console in debug mode.
A project setting or export option could be added to disable
it in debug mode if there's demand for it, but that would
greatly reduce the usefulness of debug builds if Windows users
can no longer report error and crash messages.
Fixes #17889.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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This commit fixes several issues related to moving scenes and resources
in an open project.
* Don't try to reload scenes while not all scenes are updated yet.
* Don't use the UndoRedo system to update non-user initiated editor
state.
* Resave scenes after moving files and updating resource path(s).
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Ensure main scene is set when running on device
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Add Quick Open dialog
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This dialog searches every Resource-derived file in the project, making
it extremely useful for searching everything from audio files to scripts.
Unlike the Quick Open Script and Quick Open Scene dialogs, you don't need
to think about the type of file you're opening, just its name.
Shift + Alt + O was chosen to match the existing shortcuts for
Quick Open Scene and Quick Open Script.
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This reverts commit 0f8356d43994e3b7f054ac223a6681773aeb9330, reversing
changes made to 7b7a664a974e86acb6d55e31609d33cf84311b8f.
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Fixes #28654.
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Add Close Others/Right/All for scene tabs
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Allows enabling/disabling parts of the editor and storing/loading profiles for that.
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Added new way to create add-ons
Removed old way to create add-ons
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Allow to drop folders onto editor
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This reverts commit fb37284c027b494ed3ec21124001fcb729f42cc4.
This reverts commit 4db0f51b9aa76cfc7649787fe1970af606ce8dab.
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Fixes #26124.
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