summaryrefslogtreecommitdiff
path: root/platform/osx/export
AgeCommit message (Collapse)Author
2022-03-18Merge pull request #58455 from bruvzg/export_scriptRémi Verschelde
2022-03-16Implement GDExtension export plugin.bruvzg
2022-03-14[Export] Add "export console script" option for Linux, macOS, and Windows ↵bruvzg
exports.
2022-03-11Merge pull request #58986 from akien-mga/diraccessrefRémi Verschelde
2022-03-11Convert uses of `DirAccess *` to `DirAccessRef` to prevent memleaksRémi Verschelde
`DirAccess *` needs to be deleted manually, and this is often forgotten especially when doing early returns with `ERR_FAIL_COND`. `DirAccessRef` is deleted automatically when it goes out of scope. Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
2022-03-04Improve app name and system permission message localization.bruvzg
Add localizable string (Dictionary<Lang Code, String>) property editor and property hint. Add localized "app name" property to the project settings. Add localized permission and copyright properties to the macOS and iOS export settings. Remove some duplicated ("app name") and deprecated ("info") macOS and iOS export properties.
2022-03-04[macOS and iOS export] Add localized application name to the translation ↵bruvzg
.plist files.
2022-02-16i18n: Sync editor translations with WeblateRémi Verschelde
Minor proofreading of new OSX export strings. (cherry picked from commit 9f09251027a485f14740dce7b753e962d26bff78)
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.
2022-02-14[OSX] Codesign exporter now uses CryptoCore RNG.Fabio Alessandrelli
2022-02-12Improve compilation speed (forward declarations/includes cleanup)Hendrik Brucker
2022-02-04Cleanup and move char functions to the `char_utils.h` header.bruvzg
2022-02-03[macOS] Add empty translation files to the exported app bundle, to allow ↵bruvzg
translation detection by the OS.
2022-01-22[Export] Instead of removing unsupported options, hide it.bruvzg
2022-01-18[macOS export] Implements ad-hoc signing on Linux/Windows, adds extra ↵bruvzg
privacy settings, entitlements warnings and error checking.
2022-01-10[macOS export] Improve code signing/notarization options validation.bruvzg
2022-01-05Merge pull request #56517 from bruvzg/fix_export_utf8Rémi Verschelde
2022-01-05Merge pull request #56047 from piiertho/feature/osx-sign-directoryRémi Verschelde
2022-01-05Fix decoding UTF-8 filenames on unzipping.bruvzg
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-12-28OSX: Add signing of directory structure in Library when exporting for OSX.Pierre-Thomas Meisels
OSX: Add exporting of folder structure in PlugIns when exporting for OSX.
2021-12-09Replace String comparisons with "", String() to is_empty()Nathan Franke
Also: - Adds two stress tests to test_string.h - Changes to .empty() on std::strings
2021-11-30Don't return reference on copy assignment operatorsRémi Verschelde
We prefer to prevent using chained assignment (`T a = b = c = T();`) as this can lead to confusing code and subtle bugs. According to https://en.wikipedia.org/wiki/Assignment_operator_(C%2B%2B), C++ allows any arbitrary return type, so this is standard compliant. This could be re-assessed if/when we have an actual need for a behavior more akin to that of the C++ STL, for now this PR simply changes a handful of cases which were inconsistent with the rest of the codebase (`void` return type was already the most common case prior to this commit).
2021-11-06[Export] Read and ZIP project files in 16K chunks instead of reading the ↵bruvzg
whole file at once.
2021-10-28clang-format: Various fixes to comments alignment from `clang-format` 13Rémi Verschelde
All reviewed manually and occasionally rewritten to avoid bad auto formatting.
2021-10-14Fix specific warnings issues by ClangK. S. Ernest (iFire) Lee
Found by `scons dev=yes` on llvm-mingw.
2021-09-27[macOS, sandbox] Add export option to embed and sign helper executables.bruvzg
2021-08-31Make platform feature tag names lowercaseHugo Locurcio
Feature tag names are still case-sensitive, but this makes built-in feature tags more consistent. - `Windows` -> `windows` - `OSX` -> `osx` - `LinuxBSD` -> `linuxbsd` - `Android` -> `android` - `iOS` -> `ios` - `HTML5` -> `html5` - `JavaScript` -> `javascript` - `UWP` -> `uwp`
2021-08-22Replace HTTP links with HTTPS for sites with HTTPS versionsAaron Franke
2021-08-12Use the Unicode multiplication symbol where relevantHugo Locurcio
2021-08-12Split osx platform export template into multiple filesSergey Minakov
2021-07-26[macOS] Add "debugging" (`get-task-allow`) to the export options, to allow ↵bruvzg
using native debugger.
2021-07-09[macOS, Mono] Automatically enable JIT entitlements for the Mono exports.bruvzg
2021-06-19Rename `instance()`->`instantiate()` when it's a verbLightning_A
2021-06-14Add LSApplicationCategoryType to the template and export dialog.bruvzg
2021-06-12Merge pull request #49123 from aaronfranke/it-is-timeRémi Verschelde
Add a Time singleton
2021-06-11Add Time singletonAaron Franke
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.
2021-05-31Implement shader cachingreduz
* Shader compilation is now cached. Subsequent loads take less than a millisecond. * Improved game, editor and project manager startup time. * Editor uses .godot/shader_cache to store shaders. * Game uses user://shader_cache * Project manager uses $config_dir/shader_cache * Options to tweak shader caching in project settings. * Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled). * Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated). * Added shader compression with SMOLV: https://github.com/aras-p/smol-v
2021-05-25Rename File::get_len() get_length()Marcel Admiraal
2021-05-24Add GDNative Framework loading and export support.bruvzg
2021-05-17Make all file access 64-bit (uint64_t)Pedro J. Estébanez
This changes the types of a big number of variables. General rules: - Using `uint64_t` in general. We also considered `int64_t` but eventually settled on keeping it unsigned, which is also closer to what one would expect with `size_t`/`off_t`. - We only keep `int64_t` for `seek_end` (takes a negative offset from the end) and for the `Variant` bindings, since `Variant::INT` is `int64_t`. This means we only need to guard against passing negative values in `core_bind.cpp`. - Using `uint32_t` integers for concepts not needing such a huge range, like pages, blocks, etc. In addition: - Improve usage of integer types in some related places; namely, `DirAccess`, core binds. Note: - On Windows, `_ftelli64` reports invalid values when using 32-bit MinGW with version < 8.0. This was an upstream bug fixed in 8.0. It breaks support for big files on 32-bit Windows builds made with that toolchain. We might add a workaround. Fixes #44363. Fixes godotengine/godot-proposals#400. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2021-04-27Core: Drop custom `copymem`/`zeromem` definesRémi Verschelde
We've been using standard C library functions `memcpy`/`memset` for these since 2016 with 67f65f66391327b2967a20a89c3627e1dd6e84eb. There was still the possibility for third-party platform ports to override the definitions with a custom header, but this doesn't seem useful anymore.
2021-03-29[macOS] Enable code signing by default, use ad-hoc signature if no identity ↵bruvzg
specified.
2021-03-18Add "Replace existing signature" to the macOS export (enabled by default).bruvzg
2021-03-03Merge pull request #43768 from sjml/mac-mono-export-fixRémi Verschelde
Mono/macOS: Separate data dir into frameworks and resources for codesigning
2021-03-03Mono/macOS: Separate data dir into frameworks and resources for codesigningShane Liesegang
Co-authored-by: Ignacio Etcheverry <ignalfonsore@gmail.com>
2021-03-03[macOS] Add entitlements config and export template `dylib` signing to the ↵bruvzg
export.
2021-01-09Split OS::execute into two methodsMarcel Admiraal
1. execute(): Executes a command and returns the results. 2. create_process(): Creates a new process and returns the new process' id.
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 🎆