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2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
2020-12-28Merge pull request #44569 from madmiraal/rename-unselect-deselectRémi Verschelde
Rename unselect to deselect
2020-12-28Rename empty() to is_empty()Marcel Admiraal
2020-12-21Rename unselect to deselectMarcel Admiraal
2020-12-14Rename AcceptDialog get_ok() to get_ok_button()Marcel Admiraal
Also renames: - AcceptDialog add_cancel() to add_cancel_button() - ConfirmationDiaglog get_cancel() to get_cancel_button()
2020-12-05Remove connect *_compat methodsAaron Franke
2020-11-14Allow folder checking in export preset file listTomasz Chabora
2020-11-07Reorganized core/ directory, it was too fatty alreadyreduz
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
2020-10-19Disable code to add patches menuEv1lbl0w
2020-09-05Adds PCK encryption support (using script encryption key for export).bruvzg
Change default encryption mode from ECB to CFB.
2020-07-15Merge pull request #40291 from hinlopen/dialog-sizeRémi Verschelde
Resize various dialogs
2020-07-14Resize dialogs (FileDialog, EditorFileDialog, Reparent, SceneTreeDialog and ↵Stijn Hinlopen
resource depency dialogs).
2020-07-10Fix cancel/OK button order on macOSDaniel Ting
The macOS platform convention regarding button order is cancel on left, OK on right.
2020-06-19Remove ToolButton in favor of ButtonHugo Locurcio
ToolButton has no redeeming differences with Button; it's just a Button with the Flat property enabled by default. Removing it avoids some confusion when creating GUIs. Existing ToolButtons will be converted to Buttons, but the Flat property won't be enabled automatically. This closes https://github.com/godotengine/godot-proposals/issues/1081.
2020-06-11Account for file deletion and renaming in Export PresetsMaganty Rushyendra
Ensure that presets are updated with the latest files when starting up or opening the Project Export dialog. Fixes the error where Godot would attempt to export deleted files that were previously selected.
2020-05-17Implementation of the Godot Android Plugin configuration fileFredia Huya-Kouadio
2020-05-14Style: Enforce braces around if blocks and loopsRémi Verschelde
Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14Style: Enforce separation line between function definitionsRémi Verschelde
I couldn't find a tool that enforces it, so I went the manual route: ``` find -name "thirdparty" -prune \ -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \ -o -name "*.glsl" > files perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files) misc/scripts/fix_style.sh -c ``` This adds a newline after all `}` on the first column, unless they are followed by `#` (typically `#endif`). This leads to having lots of places with two lines between function/class definitions, but clang-format then fixes it as we enforce max one line of separation. This doesn't fix potential occurrences of function definitions which are indented (e.g. for a helper class defined in a .cpp), but it's better than nothing. Also can't be made to run easily on CI/hooks so we'll have to be careful with new code. Part of #33027.
2020-05-14Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
2020-04-05Remove unnecessary Panel in "Features" section in the Export dialogMichael Alexsander
2020-04-02Replace NULL with nullptrlupoDharkael
2020-03-26Popups are now windows also (broken!)Juan Linietsky
2020-03-26Working multiple window support, including editorJuan Linietsky
2020-03-26Effective DisplayServer separation, rename X11 -> LinuxBSDJuan Linietsky
2020-02-28Signals: Port more uses of connect_compatRémi Verschelde
Those were problematic as they call a method of their parent class, but callable_mp does not allow that unless it's public. To solve it, we declare a local class that calls the parent class' method, which now needs to be protected to be accessible in the derived class.
2020-02-28Signals: Port connect calls to use callable_mpRémi Verschelde
Remove now unnecessary bindings of signal callbacks in the public API. There might be some false positives that need rebinding if they were meant to be public. No regular expressions were harmed in the making of this commit. (Nah, just kidding.)
2020-02-20Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky
objects and made them default.
2020-02-05Remove duplicate ERR_PRINT macro.Marcel Admiraal
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