Commit Graph

18 Commits

Author SHA1 Message Date
Rémi Verschelde d534c67d91
Linux: Handle export preset forward compat with 4.3+ platform name 2024-03-01 15:50:46 +01:00
Aaron Franke ada360affe
Add a button in the export dialog to fix missing texture formats 2023-08-17 02:56:42 -05:00
RedworkDE fa84d09542 Fix export options of scripted EditorExportPlugins 2023-07-04 15:39:23 +02:00
Aaron Franke 1a70d82606
Check if the required texture format is imported in the export dialog 2023-06-20 10:58:34 -05:00
Andreas Raddau fab160ce70 Store sensitive export options in dedicated credentials file 2023-05-10 11:40:17 +02:00
RedworkDE 6963e84b58 Allow EditorExportPlugins to provide export options 2023-04-07 19:18:00 +02:00
Ninni Pipping bd30847e59 Exposing more project settings for documentation 2023-03-15 14:25:40 +01:00
Juan Linietsky 28f51ba547 Refactor high quality texture import
* Only two texture import modes for low/high quality now:
  * S3TC/BPTC
  * ETC2/ASTC
* Makes sense given this is the general preferred and most compatible combination in most platforms.
* Removed lossy_quality from VRAM texture compression options. It was unused everywhere.
* Added a new "high_quality" option to texture import. When enabled, it uses BPTC/ASTC (BC7/ASTC4x4) instead of S3TC/ETC2 (DXT1-5/ETC2,ETCA).
* Changed MacOS export settings so required texture formats depend on the architecture selected.

This solves the following problems:

* Makes it simpler to import textures as high quality, without having to worry about the specific format used.
* As the editor can now run on platforms such as web, Mac OS with Apple Silicion and Android, it should no longer be assumed that S3TC/BPTC is available by default for it.
2023-01-30 15:53:23 +01:00
Rémi Verschelde 1dfd236f15
Merge pull request #70377 from dsnopek/server-export-mk2
Add "dedicated server" export mode which can strip unneeded visual resources
2023-01-23 22:13:28 +01:00
David Snopek 74458b6e9b Add "dedicated server" export mode which can strip unneeded visual resources 2023-01-23 13:24:54 -06:00
George Marques 7e5c2f945d
Remove references to compiled GDScript in export
This feature was removed from GDScript so it should not be present on
the interface nor in the saved export presets.
2023-01-20 15:09:07 -03:00
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 +01:00
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 +01:00
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 +02:00
kobewi e48c5daddf Unify usage of GLOBAL/EDITOR_GET 2022-10-18 19:01:48 +02:00
Juan Linietsky ef17c4668a Add support for scene/resource customization in export plugins
EditorExportPlugin adds a set of callbacks to allow customizing scenes, resources or subresources in all files exported:
* Can take scene files, resource files and subresources in all of them.
* Uses a cache for the converted files if nothing changes, so this work only happens if a file is modified.
* Uses hashing to differentiate export configuration caches.
* Removed the previous conversion code to binary, as this one uses existing stuff.

This API is useful in several scenarios:
* Needed by the "server" export platform to get rid of textures, meshes, audio, etc.
* Needed by text to binary converters.
* Needed by eventual optimizations such as shader precompiling on export, mesh merging and optimization, etc.

This is a draft, feedback is very welcome.
2022-09-01 11:16:00 +02:00
bruvzg d91cb1d5d5
[macOS export] Simplify code signing options, add support for rcodesign tool for signing and notarization. 2022-08-26 14:23:31 +03:00
Aaron Franke e53ae13178
Split up editor export code into multiple files 2022-07-26 08:28:19 -05:00