godot/editor/export
Juan Linietsky e6a4debede Change set_drag_forwarding() to use callables.
* This solution is much cleaner than the one in 3.x thanks to the use of callables.
* Works without issues in any language (no need to worry about camel or snake case).
* Editor code uses a compatibility function (too much work to redo).

Fixes #59899
2023-01-10 14:09:24 +01:00
..
editor_export_platform_pc.cpp One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
editor_export_platform_pc.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
editor_export_platform.cpp One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
editor_export_platform.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
editor_export_plugin.cpp One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
editor_export_plugin.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
editor_export_preset.cpp One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
editor_export_preset.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
editor_export_shared_object.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
editor_export.cpp One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
editor_export.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
export_template_manager.cpp One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
export_template_manager.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
project_export.cpp Change set_drag_forwarding() to use callables. 2023-01-10 14:09:24 +01:00
project_export.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
SCsub Split up editor export code into multiple files 2022-07-26 08:28:19 -05:00