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2023-01-13Merge pull request #63312 from bruvzg/one_clickRémi Verschelde
[Export] Add one-click deploy over SSH for the desktop exports.
2023-01-05One Copyright Update to rule them allRémi Verschelde
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
2022-12-29[Export] Add one-click deploy over SSH for the desktop exports.bruvzg
Add one-click deploy over SSH for the desktop exports. Add ZIP export option for Linux and Windows. Change export plugin icons to SVG format.
2022-10-18Unify usage of GLOBAL/EDITOR_GETkobewi
2022-09-28Fix MSVC warnings C4701 and C4703: Potentially uninitialized variable usedRémi Verschelde
2022-08-29Rename String `plus_file` to `path_join`Aaron Franke
2022-08-14Refactor the export checking logic to improve separation of concernsFredia Huya-Kouadio
2022-07-31Extract EditorResourceConversionPlugin into its own source files and clean ↵Yuri Sizov
up editor includes
2022-07-29Update export dialog to handle many architecturesAaron Franke
2022-07-29Make some editor export methods constAaron Franke
2022-07-26Split up editor export code into multiple filesAaron Franke
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.
2022-07-08Add static methods for creating Image and ImageTexturekobewi
2022-05-20Add a new HashSet templatereduz
* Intended to replace RBSet in most cases. * Optimized for iteration speed
2022-05-16Replace most uses of Map by HashMapreduz
* Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
2022-05-11Fix ZipIO crash when reused (and possible leaks).bruvzg
2022-05-02Style: Partially apply clang-tidy's `cppcoreguidelines-pro-type-member-init`Rémi Verschelde
Didn't commit all the changes where it wants to initialize a struct with `{}`. Should be reviewed in a separate PR. Option `IgnoreArrays` enabled for now to be conservative, can be disabled to see if it proposes more useful changes. Also fixed manually a handful of other missing initializations / moved some from constructors.
2022-04-12Narrow FileAccess scope to prevent deadlocks.bruvzg
2022-04-11Make FileAccess and DirAccess classes reference counted.bruvzg
2022-04-06Fix some issues found by cppcheck.bruvzg
2022-03-26HTML5: Explain why export templates are missingRémi Verschelde
Same for UWP. This is skipped in DEV_ENABLED builds so contributors can still test the export pipeline (and CI still compiles it on debug builds).
2022-03-16Implement GDExtension export plugin.bruvzg
2022-03-05Rename StreamTexture* to CompressedTexture*reduz
* Its not and will not be used for streaming. * Streaming will be implemented in 4.1 and it will work different. * It makes more sense to be called CompressedTexture since it imports and compresses texture files.
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
2022-01-05Fix decoding UTF-8 filenames on unzipping.bruvzg
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-12-09Replace String comparisons with "", String() to is_empty()Nathan Franke
Also: - Adds two stress tests to test_string.h - Changes to .empty() on std::strings
2021-11-23Rename `remove()` to `remove_at()` when removing by indexLightning_A
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.
2021-08-31Make 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`
2021-08-12Split uwp platform export template into multiple filesSergey Minakov
2021-07-15Misc cleanup of header includesRémi Verschelde
Was looking for misuse of module headers without checking that the module is actually enabled and got carried away...
2021-06-19Rename `instance()`->`instantiate()` when it's a verbLightning_A
2021-06-17UWP: Keep upstream names for capabilities preset settings to avoid mismatchGromph
The previous code used `camelcase_to_underscore` to prettify the names for display in the export preset, but it leads to inconsistencies if we don't make sure to do the reverse operation when writing to the `AppxManifest.xml`. It's simpler to keep the same names as in the manifest, which is also what users will see referenced in MS documentation. Fixes #47900. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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
2021-04-27Core: 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.
2021-04-14Fix EditorExportPlugin _export_begin and _export_end functions not being ↵Gromph
called when exporting UWP in uwp's version of export.cpp create a ExportNotifier object so that EditorExportPlugin _export_begin and _export_end functions will be called as documentated.
2021-03-28Rename Texture.get_data() to get_image()Marcel Admiraal
2021-01-12CI: Update to clang-format 11 and apply ternary operator changesRémi Verschelde
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 🎆
2020-12-28Rename empty() to is_empty()Marcel Admiraal
2020-12-02Initialize class/struct variables with default values in platform/ and editor/Rafał Mikrut
2020-11-20Export: Reorder options for consistency across platformsRémi Verschelde
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
2020-10-18Refactor MethodBind to use variadic templatesreduz
Removed make_binders and the old style generated binders.
2020-10-08Fixed an issue in UWP export caused by duplicate entry for extensions in ↵unknown
content types file.