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2022-06-08Add readable export errors.bruvzg
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!
2022-05-04Fix export plugins after embedded PCK loading changes.bruvzg
2022-04-28[Windows Export] Improve error messages for missing rcedit and signtool.bruvzg
2022-04-20Improve embedded PCK loading and exporting.bruvzg
Windows export process: Limit size of executable with embedded PCK to 4 GB. Use "rcedit" before embedding PCK. Capture and process "rcedit" errors. Windows, Linux: Add support for PCK loading from executable "pck" section.
2022-04-11Make FileAccess and DirAccess classes reference counted.bruvzg
2022-03-22Generate export template file names instead of having a fixed setAaron Franke
2022-03-21Move extension logic to EditorExportPlatformLinuxBSDAaron Franke
2022-03-20Move fixup_embedded_pck to EditorExportPlatform classesAaron Franke
2022-03-14[Export] Add "export console script" option for Linux, macOS, and Windows ↵bruvzg
exports.
2022-02-12Improve compilation speed (forward declarations/includes cleanup)Hendrik Brucker
2022-02-03Add warning for Windows export when rcedit is not configuredNeilKleistGao
2022-01-22[Export] Instead of removing unsupported options, hide it.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
2021-08-12Split windows platform export template into multiple filesSergey Minakov
2021-06-29[Windows Export] Use temporary file for osslsigncode signing.bruvzg
2021-06-19Rename `instance()`->`instantiate()` when it's a verbLightning_A
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.
2021-01-09Split 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
2020-05-14Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
2020-04-02Replace NULL with nullptrlupoDharkael
2020-02-18PoolVector is gone, replaced by VectorJuan Linietsky
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
2020-02-05Remove duplicate ERR_PRINT macro.Marcel Admiraal
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.
2019-12-03Don't stop export if rcedit path is invalidTomasz Chabora
2019-10-04Add code signing support for Windows exports (using "signtool" on Windows ↵bruvzg
and "osslsigncode" on the other platforms)
2019-07-03Add embedded PCK option to PC platformsPedro J. Estébanez
The basic point is as in 2.1 (appending the PCK into the executable), but this implementation also patches a dedicated section in the ELF/PE executable so that it matches the appended data perfectly. The usage of integer types is simplified in existing code; namely, using plain `int` for small quantities.
2019-06-12Added hint for windows export optionsZak
2019-02-03Use relative path property hint for windows export iconKanabenki
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-09-12Make core/ includes absolute, remove subfolders from include pathRémi Verschelde
This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
2018-08-20Add PROPERTY_HINT_PLACEHOLDER_TEXT for String propertiesRémi Verschelde
Use it to provide a better example for application identifiers on Android, iOS and macOS, where users thought they *had* to use this as a magic token.
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!
2017-12-09Windows export: Use WINE to run rcedit on non-Windows hostRémi Verschelde
WINE can be either run from a provided path ("export/windows/wine"), or looked up in the system PATH. Fixes #14441.
2017-12-09Call rcedit on export for Windows desktopGeorge Marques
- Add an editor setting to read the rcedit path. - Add settings to the export preset with icon and other exe information (version, name, copyright, etc.)
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 :)
2017-06-25BuildSystem: generated files have .gen.extensionPoommetee Ketson
2017-05-17Removal of Image from Variant, converted to a Resource.Juan Linietsky
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-04-03Reenable Windows Desktop exporteska
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.
2017-02-19Editor Export Settings Dialog is completed!! Now on to make some exporters..Juan Linietsky
2017-01-25Removed import/export system, will start new one from scratch.Juan Linietsky
2017-01-01Welcome in 2017, dear changelog reader!Rémi Verschelde
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!