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path: root/editor/project_export.cpp
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2020-01-08Export: Fix leak or orphaned Controls after #34911Rémi Verschelde
They need to be hidden but still in tree.
2020-01-08Export: Hide Patches tab until actually implementedRémi Verschelde
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.
2020-01-01Update copyright statements to 2020Rémi Verschelde
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.
2019-12-24Cleans up headers included in editor_node.hHaoyu Qiu
2019-12-16Makes more strings in editor translatableHaoyu Qiu
* File type names in file dialogs * Layout option names * Visual shader editor UI
2019-12-13Make more editor strings translatableHaoyu Qiu
2019-11-14Add a tooltip to explain what marking a preset as "runnable" doesHugo Locurcio
2019-10-16Don't allow to export pck without presetTomasz Chabora
2019-10-05Document the ability to include/exclude non-resource export foldersHugo Locurcio
This closes #3646.
2019-08-30Merge pull request #25353 from azagaya/masterRémi Verschelde
Use also invisible tabs to calculate minimum size of tab container
2019-08-30Make tab containers in editor, project settings, and export dialog, to use ↵azagaya
hidden tabs for min size computation.
2019-08-22Export path is the only path to be saved as a relative pathSonerSound
Also reverts 90b2415343287f67586956c798d4b7a63544158f
2019-06-30Export path may now be written as a relative pathSonerSound
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
2019-06-26Some code changed with Clang-Tidyqarmin
2019-05-28Merge pull request #28454 from homer666/popup-centered-maxsizeRémi Verschelde
Add `popup_centered_clamped()` method to Popup
2019-05-23Fixed naming issue when duplicating an exportAMS21
2019-05-18Allow project export to be canceledGeorge Marques
2019-04-30Add Popup::popup_centered_clamped methodhomer666
- Also replace redundant duplicate code in editor dialogs with calls to popup_centered_clamped()
2019-04-25Merge pull request #28338 from qarmin/disable_project_export_buttonRémi Verschelde
Disable Project Export button after deleting preset
2019-04-24Fixes to make exporting more responsive.Juan Linietsky
-Process and drop input in step functions. -Hide editor file dialog right after pressing ok -Use actual editor file dialogs for project export.
2019-04-23Disable Project Export button after deleting presetqarmin
2019-03-05Fixes misleading error message when trying to exportRicardo Lüders
This patch fixes the misleading error message when users try to "export all" into an invalid destination path. Closes #26539
2019-02-22Improve error message on project export failureRémi Verschelde
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.
2019-01-21Merge pull request #25163 from ankitpriyarup/masterRémi Verschelde
Disable autowrap for export dialog errors
2019-01-21Disable autowrap for export dialog errorsAnkit Priyarup
Fixes #25065
2019-01-20Make "Export with Debug" more visible in the Export dialogHugo Locurcio
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.
2019-01-18Clean up and fix issues after merging #21701 , closes #21104Juan Linietsky
2019-01-12Use HSplit to resize presets and options panel on Export windowvolzhs
2019-01-04Merge pull request #24582 from Xrayez/script-encryptRémi Verschelde
Bring back script encryption in export preset
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-12-24Bring back script encryption in export presetAndrii Doroshenko (Xrayez)
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.
2018-12-11Fix ExportDialog layout out of boundary when select a template.qichunren
2018-12-06Merge pull request #23673 from marcelofg55/export_path_3Rémi Verschelde
Export Path now has a folder icon to select the path
2018-12-04Move "Dialog Bounds" from the Editor Settings to project's metadataMichael Alexsander Silva Dias
2018-11-12Export Path now has a folder icon to select the pathMarcelo Fernandez
2018-11-12Fix missing bind for _export_path_changedMarcelo Fernandez
2018-11-09Merge pull request #23476 from marcelofg55/export_allRémi Verschelde
Add an Export All button to the Export dialog
2018-11-05Preset saved export path is now shown on the Export windowMarcelo Fernandez
2018-11-03Add an Export All button to the Export dialogMarcelo Fernandez
2018-11-01Export for OS X on OS X now lets you select .dmg or .zipMarcelo Fernandez
2018-10-29Merge pull request #23322 from marcelofg55/export_pathRémi Verschelde
Save last export path when exporting
2018-10-28Add a duplicate button to duplicate presetsMarcelo Fernandez
2018-10-27Save last export path when exportingMarcelo Fernandez
2018-10-06Remove redundant "== false" codeAaron Franke
Some of this code has been re-organized. f
2018-09-14Refactor editor icon retrievalwillnationsdev
2018-09-12Make core/ includes absolute, remove subfolders from include pathRémi Verschelde
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.
2018-08-31ExportDialog: Validate path before allowing exportRémi Verschelde
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.
2018-08-20Port ImportDock and ProjectExport to new property editor (2nd try)Rémi Verschelde
Thanks to @ibrahn for helping debug the crashes caused in ProjectExportDialog by the stray `update_tree()` call, no longer needed in the new inspector.
2018-08-18Revert "Port ImportDock and ProjectExport to new property editor"Rémi Verschelde
2018-08-18Port ImportDock and ProjectExport to new property editorRémi Verschelde