Age | Commit message (Collapse) | Author |
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objects and made them default.
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They need to be hidden but still in tree.
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This seems to have been left dangling during 3.0 development and was
never finished.
Hiding for now until it can be completed, otherwise we'll have to drop
it.
See #22394.
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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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* File type names in file dialogs
* Layout option names
* Visual shader editor UI
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This closes #3646.
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Use also invisible tabs to calculate minimum size of tab container
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hidden tabs for min size computation.
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Also reverts 90b2415343287f67586956c798d4b7a63544158f
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If the target directory does not exist, it will be recursively created.
Export paths are now saved as a relative to the projects base directory
Renamed relative_to function to final_path_from_relative which takes a relative path and outputs the final path from a string that represents a directory.
Added relative_path_from_final which takes in a final path and outputs a relative path if possible. If not possible it outputs the relative path that represents the current directory.
If the target directory does not exist when exporting the project, then it is recursively created.
Removed final_path_from_relative function
Changed DirAccess into DirAccessRef for automatic object destruction
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Add `popup_centered_clamped()` method to Popup
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- Also replace redundant duplicate code in editor dialogs with calls to popup_centered_clamped()
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Disable Project Export button after deleting preset
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-Process and drop input in step functions.
-Hide editor file dialog right after pressing ok
-Use actual editor file dialogs for project export.
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This patch fixes the misleading error message when users
try to "export all" into an invalid destination path.
Closes #26539
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It's still not enough and we need better validation/error checking,
but it should help with people assume corrupted templates when it's
their config which is invalid.
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Disable autowrap for export dialog errors
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Fixes #25065
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This swaps out the CheckButton with a CheckBox, which has two benefits:
- The checkbox icon appears to the left of the text, which moves it
closer from the text. This makes it more easily noticeable, as
it also appears below the "File:" text now.
- It follows the UI convention of using checkboxes for options that
do not bear an immediate effect, unlike CheckButtons which are
expected to have an immediate effect when toggled.
This closes #25170.
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Bring back script encryption in export preset
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Happy new year to the wonderful Godot community!
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Retrieved working implementation from 2.1 branch and adapted to
existing export preset system.
Added Script tab in export preset to export script as raw text,
compiled, or encrypted (same as in 2.1). The script encryption key is
visually validated. The script export mode and the key is saved per
per preset in `export_presets.cfg`, so it makes sense to ignore this
file in version control system.
Each custom exporting procedure can retrieve an export preset set
during project exporting. Refactored project export dialog a bit to
allow easier code comprehension.
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Export Path now has a folder icon to select the path
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Add an Export All button to the Export dialog
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Save last export path when exporting
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Some of this code has been re-organized.
f
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This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
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Otherwise one could quite easily end up with the exported game
being hidden files named ".x86_64" and ".pck" for example.
Also improved the default filename logic a bit to also include
extension, and never fallback to an empty string.
Also fixed being able to click "Export project" without selecting
a preset.
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Thanks to @ibrahn for helping debug the crashes caused in ProjectExportDialog
by the stray `update_tree()` call, no longer needed in the new inspector.
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