Commit Graph

93 Commits

Author SHA1 Message Date
bruvzg cc86b11858 Fix .pck lookup for extensionless binary in macOS resources.
(cherry picked from commit 7be8759991)
2020-12-02 16:08:29 +01:00
Tomasz Chabora c2a7df79ce Favor project.binary over project.godot
(cherry picked from commit 37d515e99c)
2020-10-28 14:05:40 +01:00
Yilin Ma d571de5f81 added load resource pack with offset feature
(cherry picked from commit c524d50444)
2020-09-24 14:43:09 +02:00
Andrii Doroshenko (Xrayez) 813fab55d8 Fix overriding compression related settings
(cherry picked from commit 1f73469b50)
2020-07-13 15:15:40 +02:00
Rémi Verschelde 77aa8c0095 Improve documentation of ProjectSettings::setup
Subsequent PRs adding and fixing support for bundled PCKs
did not update the documentation /o\

(cherry picked from commit 0183bfbb0f)
2020-06-04 11:07:54 +02:00
HaSa1002 caadd761f2 Priorize Embedded PCKs on loading
If existing, embedded PCKs are loaded before the pcks the engine might
find next to it.

Fixes #37568

(cherry picked from commit fba98950c7)
2020-05-05 13:41:29 +02:00
Rémi Verschelde faf858fe41 Revert "Made possible to specify where to dump the contents when loading a ".pck" file"
This reverts commit ffcfd9c8ea.

This was not so useful as is due to the way dependency paths are stored
in scenes and resources.
2020-04-20 13:48:02 +02:00
Michael Alexsander ffcfd9c8ea Made possible to specify where to dump the contents when loading a ".pck" file
(cherry picked from commit 3c261e0dfa)
2020-04-17 13:00:52 +02:00
bruvzg d07cdc594f [macOS] Load PCK from the .app bundle resources, instead of changing working directory. 2020-01-10 18:02:29 +02:00
Rémi Verschelde eadf04e1dd Merge pull request #34476 from volzhs/no-slash-localize_path
Make sure no additional slash being added with localize_path
2020-01-02 19:11:18 +01:00
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
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.
2020-01-01 11:16:22 +01:00
volzhs 02d5591d9d Make sure no additional slash being added with localize_path 2019-12-20 14:49:01 +09:00
Haoyu Qiu e7e095da3f Encodes property names properly in project.godot 2019-12-20 10:42:08 +08:00
Emmanuel Leblond a1f1a1d798 Revert "Fix localise_path method so that uncached scripts don't sometimes get loaded with two backslashes"
This reverts commit 1342551664.
2019-11-26 13:42:18 +01:00
Rafał Mikrut 99d8626f4a Fix some overflows and unitialized variables 2019-11-20 16:22:16 +01:00
Saracen 1342551664 Fix localise_path method so that uncached scripts don't sometimes get loaded with two backslashes 2019-11-06 03:32:02 +00:00
Rémi Verschelde 28fcc5e25a Merge pull request #32291 from Dragoncraft89/add_load_resource_flag
Add flag to control the replacement of files by ProjectSettings.load_resource_pack
2019-09-25 16:30:01 +02:00
Florian Kothmeier aae25abf30 Add flag to control the replacement of files by ProjectSettings.load_resource_pack 2019-09-25 15:29:59 +02:00
qarmin 17732fe698 Added some obvious errors explanations 2019-09-25 10:28:50 +02:00
Hugo Locurcio 5bd01bf637 Add a project description setting
The description is displayed as a tooltip when hovering the project
in the Project Manager. It can span multiple lines.

This partially addresses #8167.
2019-08-28 22:34:29 +02:00
Andrii Doroshenko (Xrayez) f013596760 Allow to define and load script templates per project
Previously it was only possible to create custom script templates per
editor instance which could lead to certain name collisions, but now one
can create such templates per project tailored for specific use cases.

The default path to search for custom script templates is defined in
project settings via `editor/script_templates_search_path` setting as
`res://script_templates` path, yet this can be configured per project.

Templates have at most two origins now:

1. Project-specific, defined in `ProjectSettings`, for instance:
    - res://script_templates/
2. Editor script templates, for instance:
    - %APPDATA%/Godot/script_templates/

As script templates can have the same name over different paths,
the override mechanism was also added, enabling project-specific
templates over the editor ones.
2019-08-22 20:51:30 +03:00
Braden Bodily 71d71d55b5 Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in 'core/' and 'editor/'
Condensed some if and ERR statements. Added dots to end of error messages

Couldn't figure out EXPLAINC. These files gave me trouble: core/error_macros.h, core/io/file_access_buffered_fa.h (where is it?),
core/os/memory.cpp,
drivers/png/png_driver_common.cpp,
drivers/xaudio2/audio_driver_xaudio2.cpp (where is it?)
2019-08-17 12:33:15 +02:00
qarmin 01cc7a996b Use reference to constant in functions 2019-07-10 11:54:12 +02:00
Rémi Verschelde 6e9cb44004 Merge pull request #30282 from neikeq/editor_in_cs_equals_win
Re-write mono module editor code in C#
2019-07-05 10:29:19 +02:00
Rémi Verschelde a149e412f7 Merge pull request #24086 from RandomShaper/bundle-pck-to-executable
Enhance game export
2019-07-05 10:28:29 +02:00