godot/editor/export
Allen Pestaluky 8e6596629a EditorExportPlugin: Call _export_file for all resource types
- Alternate fix to #67844 that calls `_export_file` for all resource types instead of implementing `skip()` for customize functions.
- Fixes #93823.
- Moved logic surrounding "Skip" and "Keep" imported files to happen before resource customization. Fixes #93825.
- Also fixes an issue that I suspect might exist where progress bars during export were incorrect due to imported files in the project that are configured as "Keep" or "Skip".
2024-07-04 23:35:32 -04:00
..
codesign.cpp [iOS export] Automatically generate ARM64 simulator library from device library if it's missing. 2024-06-16 10:46:49 +03:00
codesign.h [iOS export] Automatically generate ARM64 simulator library from device library if it's missing. 2024-06-16 10:46:49 +03:00
editor_export_platform_pc.cpp
editor_export_platform_pc.h
editor_export_platform.cpp EditorExportPlugin: Call _export_file for all resource types 2024-07-04 23:35:32 -04:00
editor_export_platform.h
editor_export_plugin.cpp
editor_export_plugin.h
editor_export_preset.cpp
editor_export_preset.h
editor_export.cpp
editor_export.h
export_template_manager.cpp [Scene] Add SceneStringNames::confirmed 2024-06-19 09:40:54 +02:00
export_template_manager.h
lipo.cpp [iOS export] Automatically generate ARM64 simulator library from device library if it's missing. 2024-06-16 10:46:49 +03:00
lipo.h [iOS export] Automatically generate ARM64 simulator library from device library if it's missing. 2024-06-16 10:46:49 +03:00
macho.cpp [iOS export] Automatically generate ARM64 simulator library from device library if it's missing. 2024-06-16 10:46:49 +03:00
macho.h [iOS export] Automatically generate ARM64 simulator library from device library if it's missing. 2024-06-16 10:46:49 +03:00
project_export.cpp [Scene] Add SceneStringNames::text/value_changed 2024-06-19 09:44:38 +02:00
project_export.h
SCsub