Age | Commit message (Collapse) | Author |
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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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Also fix extraneous "- " line when there are more than 2 messages.
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Fixes #20119 where newly installed templates were not detected.
Also fix a bug with preset deletion where it would attempt to
edit an already removed preset. For this I made it so that
ItemList::deselect_all() also resets `current` to -1, as a manual
ItemList::deselect(idx) already does.
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Add debug flag to the 'Export PCK/ZIP' option
Make 'Export PCK/ZIP' notify when the export process begins. This is necessary to receive the 'EditorExportPlugin::_export_begin' callback
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Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
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Happy new year to the wonderful Godot community!
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1. Removed "..", instead you now will see "Select Current Folder" and "Select this Folder" buttons.
2. Added "go to parent folder" (^) button to Save a File dialog.
3. Tree.cpp: "nothing_selected" signal has been re-made (previous implementation, merged in #13308, wasn't optimal in context of performance)
4. Fixed issue in Project Export dialog: MODE_SAVE_FILE wasn't set when you click "Export".
5. Now you can deselect items by clicking on empty space in Open a Directory dialog.
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