Age | Commit message (Collapse) | Author |
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It was a regression of f8e8b7d1a231bb5e54abd3c7ed26a76fcb8a89cd,
thanks to @dragmz for finding it.
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Add extra link tags for editor help
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Fix extra separator in filesystem dock right click menu
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Files list: Add "Show in Explorer" popup when nothing under mouse cursor
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Now [member], [enum], and [signal] tags give links to their respective
definitions.
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Re-order add_separator calls to stop adding an extra separator if no item was selected.
It is possible for no items to be selected by right clicking the ".." item.
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Fixed not being able to use the "Open a Directory" dialog with the "Default Export Path" setting
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Export Path" setting.
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clicked anywhere on the files list (when no files under mouse cursor)
Small fix
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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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Allow exporting third-party iOS Frameworks
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Enhanced debugger for godot 3.0
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Files list: Add "New Folder.." popup when nothing under mouse cursor
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Fixed runtime EDITOR_DEFs being dropped.
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Added some icons (Including the onion one)
Fixed text editor ellipsis style and editor tabs
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_WHEN_ no any file/folder is under mouse cursor.
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- EditorExportPlugin's _export_begin accepts all the arguments related
to the current export (is_debug, path, flags).
- EditorExportPlugin API is extended with methods allowing to configure
iOS export: add_ios_framework, add_ios_plist_content,
add_ios_linker_flags, add_ios_bundle_file.
- iOS export template now contains Godot as a static library so that
it can be linked with third-party Frameworks and GDNative static
libraries.
- Adds method to DirAccess for recursive copying of a directory.
- Fixes iOS export to work with Xcode 9 (released recently).
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Fixes a crash on linux regarding scene tabs
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ability to lock spatial nodes transform in editor
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Add command line support to export pck or zip
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Fixed a bug where materials and/or meshes weren't assigned to scene on first import.
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3.0 - add open feture to dependency_editor.cpp(View Owner..)
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Allow exporting enums from GDScript
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Add Scene button and tab scrolling
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Few fixes for asset store browser
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[3.0] - Add close other tabs to Script Editor
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Let SceneTreeDock duplicate nodes via Node::duplicate()
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Remove need to _MKSTR version strings and rename "revision" to "build"
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It was readded in panic after I mistakenly removed the hardcoded "-3" in #12988,
forgetting that Windows would still use the same path and thus conflict with 2.1
(contrarily to macOS and Linux).
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Removes the need for _MKSTR all over the place which has the drawback of
converting _MKSTR(UNKNOWN_DEFINE) to "UKNOWN_DEFINE" instead of throwing
a compilation error.
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Add support for XDG Base Directory spec
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Implemented planar scaling with two modes.
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Code Folding
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Fix #10798: Fixes Change Type does not change icon
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Fix Regression: running current scene (unsaved) will ask for main scene
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Add "View FPS" in 3D->Perspective's popup.
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"Fixes" to make it acceptable by clang-format.
"Fixes" to make it acceptable by clang-format.
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import fixes
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Helps with #11182.
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Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html
(latest as of this commit).
Three virtual methods are added to OS for the various XDG paths we will use:
- OS::get_data_path gives XDG_DATA_HOME, or if missing:
~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_config_path gives XDG_CONFIG_HOME, or if missing:
~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_cache_path gives XDG_CACHE_HOME, or if missing:
~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows
So for Windows there are no changes, for Linux we follow the full split spec
and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot.
Support for system-wide installation of templates on Unix was removed for now,
as it's a bit hackish and I don't think anyone uses it.
user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by
default, but when using the application/config/use_shared_user_dir option
it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame.
For now everything still goes in EditorSettings::get_settings_dir(), but
this will be changed in a later commit to make use of the new splitting
where relevant.
Part of #3513.
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Restore post_import function
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