Age | Commit message (Collapse) | Author |
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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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This caused issues if one decided to export many formats in a row.
The new file extension would be appended to the previous one.
Now, the filename is retained without its extension for successive exports.
Fixes #7291
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Changed the export and fix dependencies dialog cancel button names to "Close"
[ci skip]
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Fixes #11836
Signed-off-by: Jakob Sinclair <sinclair.jakob@mailbox.org>
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to has_setting. Fixes #11844
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set_anchors_and_margins_preset(PRESET_WIDE)
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Rename user facing methods and variables as well as the corresponding
C++ methods according to the folloming changes:
* pos -> position
* rot -> rotation
* loc -> location
C++ variables are left as is.
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Fixes the deletion of an export preset's name when deleting the preset above it.
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Deleting an export preset cleared the name of the item below it. This was
caused by ProjectExportDialog::_edit_preset(-1) which sets the deleted preset's
data to empty values. This on its turn called
ProjectExportDialog::_name_changed() which operates on the new current preset
(the one under the deleted item).
Fixes issue #10842
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The forth in my quest to make Godot 3.x compile with -Werror on GCC7
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Thus fixing some invalid changes that had still made it to the master branch.
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