Commit Graph

44 Commits (63e14e13f972671a43abcf019962129e5cca7d01)

Author SHA1 Message Date
Adam Scott 10c7cb878a
Add new monospace related hint strings
- Add hint string `monospace` for `PROPERTY_HINT_{NONE,PASSWORD,PLACEHOLDER_TEXT}` to set the `LineEdit` font monospaced.
- Add hint string `monospace` for `PROPERTY_HINT_MULTILINE_TEXT` to set the `TextEdit` font monospaced.
- Add hint string `no_wrap` for `PROPERTY_HINT_MULTILINE_TEXT` to make the `TextEdit` not wrap lines automatically.

Also:
- Fix issue with `EditorPropertyMultilineText` not updating font properly.
- Add `EditorPropertyMultilineText` tweak flags.
- Add support with GDScript `@export_multiline`.
2025-12-03 12:57:40 +07:00
kobewi 1c1c3200e4 Misc cleanup in EditorExportPlatform 2025-10-29 22:25:37 +07:00
Thaddeus Crews 0caf8057a7
Merge pull request #108412 from wjt/push-qmklovyxnnom
linux/bsd/mac: Use pkill to stop remote instance over SSH
2025-10-23 11:03:57 +07:00
Thaddeus Crews 5240f1c283
Merge pull request #108658 from bruvzg/ed_pl_init
[EditorExportPlatform] Move initialization to a dedicated method.
2025-09-30 18:35:25 +07:00
Will Thompson 3d322c3f36 linux/bsd/mac: Use pkill to stop remote instance over SSH
Previously, the PIDs of any running instances of the game on the remote
device were found with `pgrep`, whose output was passed as parameters to
`kill`. The problem with doing this is that passing zero arguments to
`kill` (which happens when no instances of the game are running
remotely) is an error: it shows the command usage, and exits with status
2 indicating a command-line syntax error:

    $ kill
    kill: usage: kill [-s sigspec | -n signum | -sigspec] pid | jobspec ... or kill -l [sigspec]
    $ echo $?
    2

As far as I can tell, all systems that have a `pgrep` command also have
a `pkill` command which accepts (a superset of) the same parameters as
`pgrep` and kills the matched processes instead of listing them on
STDOUT.

In the case where no processes match, `pkill` exits with status 1; but
does so silently.

Invoke `pkill` rather than `pgrep` + `kill`.
2025-09-16 11:25:48 +07:00
Pāvels Nadtočajevs e407f55fbf
Fix editor one-click icons not showing. 2025-07-21 12:18:44 +07:00
Pāvels Nadtočajevs f20e5152ad
[EditorExportPlatform] Move initialization to a dedicated method. 2025-07-16 08:55:23 +07:00
A Thousand Ships f11aff3841
Editor: Restructure editor code
Moving various editor files into sub folders to reduce clutter
2025-07-04 18:18:22 +07:00
kobewi b41d6ecf8c Allow to override editor settings per project 2025-06-02 17:51:26 +07:00
Rémi Verschelde 1de9789806
Linux: Drop `ppc32` (32-bit PowerPC) architecture support
This was added together with `ppc64le` in #54490, but seemingly only for the
purpose of getting it to compile on a Linux distro that aims at maximizing
support for all CPU architectures.

I don't think anyone has ever _run_ Godot on a `ppc32` system (do those even
support OpenGL ES 3.0?) and so I don't think we should aim to support it.

Debian dropped support for its PowerPC (`ppc32`) arch in Debian 9, released
in 2017.
2025-05-14 10:22:12 +07:00
bruvzg c6739f64df
[Export] Use project settings overrides with the target preset features instead of current platform features. 2025-04-08 21:22:37 +07:00
Pāvels Nadtočajevs 4310cb82b8
AccessKit integration for macOS, Linux, and Windows. 2025-04-08 20:25:47 +07:00
zlago 7e0ede1a16 change unportable `echo` in the linux/macos debug launcher script
`-n` and `-e` are not guaranteed to be supported by posix `echo`
2025-03-21 17:31:37 +07:00
Micky 5d794f83ed Tweak a few miscellaneous localization strings 2025-03-20 13:12:44 +07:00
Yufeng Ying 34d8255947 Force build editor with regex module, remove checking code.
Fix include.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2025-01-07 19:43:23 +07:00
Fredia Huya-Kouadio 2d3f6963b2 Update the visibility for the custom templates for all platforms
Hide the custom template options behind the `Advanced Options` toggle
2024-12-17 13:08:47 +07:00
ArchercatNEO 00a791f04e Use temp dirs instead of cache dirs for export
Fixes #95897
During CI scenarios $HOME may be set to an invalid value (such as
`/var/empty`).
Using temp dirs fits better with godot's usage of these paths and is
independent from the user's $HOME.
2024-12-08 12:07:17 +07:00
Student Main e0693f8ad8 Add loongarch64 support 2024-12-06 00:18:26 +07:00
bruvzg 07e986f728
Allow adding custom export platforms using scripts / GDExtension. 2024-08-28 10:29:01 +07:00
bruvzg f72e74f395
[Windows/Linux] Check custom export templates architecture. 2024-08-16 15:52:12 +07:00
bruvzg bf558adcdd
[.NET] Disable output embedding on macOS, move it to the advanced options on other platforms. 2024-04-09 17:47:39 +07:00
Yuri Sizov 95b27fe8c7 Reorganize code related to editor theming
This change introduces a new EditorThemeManager class
to abstract theme generatio and its subroutines.

Logic related to EditorTheme, EditorColorMap, and editor
icons has been extracted into their respective files with
includes cleaned up.

All related files have been moved to a separate folder to
better scope them in the project. This includes relevant
generated files as well.
2024-01-16 11:57:45 +07:00
Yuri Sizov 773b4d7764 Ensure more export errors are reported to users
Also fixes the timing issue when exporting all
presets at the same time, where the error report
would try to appear while the progress dialog
was still visible.
2023-12-06 15:26:07 +07:00
kobewi 6de34fde27 Add EditorStringNames singleton 2023-09-03 19:58:18 +07:00
Felipe Augusto Marques 26eb3db234 Added Image's `load_svg_from_(buffer|string)`
No core dependency to the svg module.
2023-06-23 00:43:43 +07:00
Rémi Verschelde 90446fe9f3
SCons: Move platform logo/run icon to `export` folder
Follow-up to #75932.
Since these icons are only used by the export plugin, it makes sense to
move them and generate the headers there.

The whole `detect.is_active()` logic seems to be a leftover from before
times, as far back as 1.0-stable it already wasn't used for anything.

So I'm removing it and moving the export icon generation to
`platform_methods`, where it makes more sense.
2023-06-20 13:16:37 +07:00
Rémi Verschelde 54a8adfd50
Merge pull request #75984 from KoBeWi/ConsoleMcWrap
Rename console script to wrapper
2023-06-12 22:54:24 +07:00
Rémi Verschelde 9e4315bb50
Style: Harmonize header includes in platform ports
This applies our existing style guide, and adds a new rule to that style
guide for modular components such as platform ports and modules:

Includes from the platform port or module should be included with relative
paths (relative to the root folder of the modular component, e.g.
`platform/linuxbsd/`), in their own section before Godot's "core" includes.

The `api` and `export` subfolders also need to be handled as self-contained
(and thus use relative paths for their "local" includes) as they are all
compiled for each editor platform, without necessarily having the api/export
matching platform folder in the include path.
E.g. the Linux editor build will compile `platform/android/{api,export}/*.cpp`
and those need to use relative includes for it to work.
2023-06-08 15:19:19 +07:00
Yuri Sizov 8a74d8438f Extract editor run toolbar into its own component
- Simplify and update its logic.
- Simplify EditorScript.
- Improve EditorNode and other relevant includes.
- Fix scene-based path in the movie writer when
reloading a scene.
2023-04-19 17:12:28 +07:00
bruvzg 0088981c40
[Export] Add readable descriptions and validation warnings to the export options. 2023-04-19 08:35:59 +07:00
kobewi a3799208c0 Rename console script to wrapper 2023-04-12 15:14:51 +07:00
daviirodrig 240374c58f Fix split allow empty string in SSH export plugin 2023-01-27 05:09:30 +07:00
Rémi Verschelde 3dffe0b967
Merge pull request #63312 from bruvzg/one_click
[Export] Add one-click deploy over SSH for the desktop exports.
2023-01-13 18:00:18 +07:00
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
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".
2023-01-05 13:25:55 +07:00
bruvzg cebefc9f5d
[Export] Add one-click deploy over SSH for the desktop exports.
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.
2022-12-29 09:42:00 +07:00
kobewi e48c5daddf Unify usage of GLOBAL/EDITOR_GET 2022-10-18 19:01:48 +07:00
Aaron Franke 17c4cd6412
Update export dialog to handle many architectures 2022-07-29 10:24:58 +07:00
Aaron Franke 8b5c744f95
Update export template names for Windows, Mac, and Linux 2022-07-22 18:40:59 +07:00
bruvzg e00571b194
Add readable export errors. 2022-06-08 17:55:46 +07:00
bruvzg 9381acb6a4
Make FileAccess and DirAccess classes reference counted. 2022-04-11 13:28:51 +07:00
Aaron Franke 13392a96e9
Generate export template file names instead of having a fixed set 2022-03-22 10:16:03 +07:00
Aaron Franke f301451fa3
Move extension logic to EditorExportPlatformLinuxBSD 2022-03-21 12:50:31 +07:00
Aaron Franke e5e697564d
Move fixup_embedded_pck to EditorExportPlatform classes 2022-03-20 21:04:22 +07:00
bruvzg f0315c28a8
[Export] Add "export console script" option for Linux, macOS, and Windows exports. 2022-03-14 17:19:18 +07:00