summaryrefslogtreecommitdiff
path: root/editor/project_export.h
AgeCommit message (Collapse)Author
2022-07-25Code quality: Fix header guards consistencyRémi Verschelde
Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards.
2022-06-08Add readable export errors.bruvzg
2022-04-04Zero initialize all pointer class and struct membersRémi Verschelde
This prevents the pitfall of UB when checking if they have been assigned something valid by comparing to nullptr.
2022-03-12Initialize bools in the headers in editorAaron Franke
2022-02-15Editor: Cleanup some includes dependenciesRémi Verschelde
Removes some unnecessary includes from `editor_node.h`, and instead add those where they're used. Removes unnecessary `editor_node.h` includes in various editor classes. Renames `dynamicfont` to `dynamic_font` in a couple files. Misc cleanup while jumping through that rabbit hole.
2022-02-12Improve compilation speed (forward declarations/includes cleanup)Hendrik Brucker
2022-02-08Refactor some object type checking code with `cast_to`Rémi Verschelde
Less stringly typed logic, and less String allocations and comparisons.
2022-01-20Merge pull request #53276 from Phischermen/propagate_checkRémi Verschelde
2022-01-18Addded methods to propagate checks & refactored classes to use new methods.Kevin Fischer
2022-01-10[macOS export] Improve code signing/notarization options validation.bruvzg
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-06-11Core: Move DirAccess and FileAccess to `core/io`Rémi Verschelde
File handling APIs are typically considered part of I/O, and we did have most `FileAccess` implementations in `core/io` already.
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 🎆
2020-11-14Allow folder checking in export preset file listTomasz Chabora
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.
2020-05-17Implementation of the Godot Android Plugin configuration fileFredia Huya-Kouadio
2020-03-26Working multiple window support, including editorJuan Linietsky
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.
2019-04-24Fixes 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.
2019-01-20Make "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
2019-01-04Merge 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.
2018-11-12Export Path now has a folder icon to select the pathMarcelo 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
2018-10-28Add a duplicate button to duplicate presetsMarcelo Fernandez
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
2018-04-26Make 'Export PCK/ZIP' work well with EditorExportPluginIgnacio Etcheverry
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
2018-01-05Add missing copyright headers and fix formattingRémi Verschelde
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.
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-11-20Fix file extensions persisting in file dialog after exportRobbie Cooper
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
2017-10-13Added error dialog when failing to export projectJakob Sinclair
Fixes #11836 Signed-off-by: Jakob Sinclair <sinclair.jakob@mailbox.org>
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-07-19-Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky
-Added system for feature overrides, it's pretty cool :)
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-03-29WebGL 2 export per WebAssembly or asm.jseska
2017-03-21Export working (for linux at least)Juan Linietsky
2017-03-21Export template management dialog.Juan Linietsky
Missing download (need to discuss this!)
2017-03-05A Whole New World (clang-format edition)Rémi Verschelde
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
2017-03-05Refactoring: rename tools/editor/ to editor/Rémi Verschelde
The other subfolders of tools/ had already been moved to either editor/, misc/ or thirdparty/, so the hiding the editor code that deep was no longer meaningful.