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2021-06-22Merge pull request #49803 from naithar/feature/ios-plugin-multitype-plist-4.0Rémi Verschelde
[4.0] [iOS] Support multiple `plist` types in plugin
2021-06-21[iOS] Support multiple plist typesSergey Minakov
2021-06-03Rename `String.is_abs_path()` to `String.is_absolute_path()`Hugo Locurcio
This is more consistent with `NodePath.is_absolute()`.
2021-04-13[iOS] Fix for plugin modified time checkSergey Minakov
2021-02-03[iOS] Additional 'linker_flags' plugin parameterSergey Minakov
2021-01-17[iOS] Added support for '.xcframework' in pluginsSergey Minakov
2021-01-15[Plugins] Rename 'PluginConfig' struct to platform specific nameSergey Minakov
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 🎆
2020-12-28Rename empty() to is_empty()Marcel Admiraal
2020-11-10iOS Export: support multi-target pluginSergey Minakov
Plugins can use 'binary_name.a' or 'binary_name.release.a' and 'binary_name.debug.a' for plugin library.
2020-11-10iOS Export: export modification to support pluginsSergey Minakov
Added plugin configuration. Export options now use plugins that could be enabled/disabled. Plugin changes are observed at runtime.