mirror of
https://github.com/godotengine/godot.git
synced 2025-02-16 07:40:36 +00:00
parent
7030ac555f
commit
8a06ec979e
@ -297,21 +297,21 @@ else:
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if selected_platform in ["macos", "osx"]:
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if selected_platform == "osx":
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# Deprecated alias kept for compatibility.
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print('Platform "osx" has been renamed to "macos" in Godot 4.0. Building for platform "macos".')
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print('Platform "osx" has been renamed to "macos" in Godot 4. Building for platform "macos".')
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# Alias for convenience.
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selected_platform = "macos"
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if selected_platform in ["ios", "iphone"]:
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if selected_platform == "iphone":
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# Deprecated alias kept for compatibility.
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print('Platform "iphone" has been renamed to "ios" in Godot 4.0. Building for platform "ios".')
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print('Platform "iphone" has been renamed to "ios" in Godot 4. Building for platform "ios".')
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# Alias for convenience.
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selected_platform = "ios"
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if selected_platform in ["linux", "bsd", "x11"]:
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if selected_platform == "x11":
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# Deprecated alias kept for compatibility.
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print('Platform "x11" has been renamed to "linuxbsd" in Godot 4.0. Building for platform "linuxbsd".')
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print('Platform "x11" has been renamed to "linuxbsd" in Godot 4. Building for platform "linuxbsd".')
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# Alias for convenience.
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selected_platform = "linuxbsd"
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@ -336,7 +336,7 @@ bool ProjectConverter3To4::convert() {
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// Checking if folder contains valid Godot 3 project.
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// Project should not be converted more than once.
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{
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String converter_text = "; Project was converted by built-in tool to Godot 4.0";
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String converter_text = "; Project was converted by built-in tool to Godot 4";
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ERR_FAIL_COND_V_MSG(!FileAccess::exists("project.godot"), false, "Current working directory doesn't contain a \"project.godot\" file for a Godot 3 project.");
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@ -536,7 +536,7 @@ bool ProjectConverter3To4::validate_conversion() {
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// Checking if folder contains valid Godot 3 project.
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// Project should not be converted more than once.
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{
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String conventer_text = "; Project was converted by built-in tool to Godot 4.0";
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String conventer_text = "; Project was converted by built-in tool to Godot 4";
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ERR_FAIL_COND_V_MSG(!FileAccess::exists("project.godot"), false, "Current directory doesn't contain any Godot 3 project");
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@ -857,16 +857,16 @@ bool ProjectConverter3To4::test_conversion(RegExContainer ®_container) {
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valid = valid && test_conversion_gdscript_builtin("\tif OS.get_borderless_window(): pass", "\tif get_window().borderless: pass", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
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valid = valid && test_conversion_gdscript_builtin("\tOS.set_borderless_window(Settings.borderless)", "\tget_window().borderless = (Settings.borderless)", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
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valid = valid && test_conversion_gdscript_builtin("\tvar aa = roman(r.move_and_slide( a, b, c, d, e, f )) # Roman", "\tr.set_velocity(a)\n\tr.set_up_direction(b)\n\tr.set_floor_stop_on_slope_enabled(c)\n\tr.set_max_slides(d)\n\tr.set_floor_max_angle(e)\n\t# TODOConverter40 infinite_inertia were removed in Godot 4.0 - previous value `f`\n\tr.move_and_slide()\n\tvar aa = roman(r.velocity) # Roman", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
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valid = valid && test_conversion_gdscript_builtin("\tmove_and_slide( a, b, c, d, e, f ) # Roman", "\tset_velocity(a)\n\tset_up_direction(b)\n\tset_floor_stop_on_slope_enabled(c)\n\tset_max_slides(d)\n\tset_floor_max_angle(e)\n\t# TODOConverter40 infinite_inertia were removed in Godot 4.0 - previous value `f`\n\tmove_and_slide() # Roman", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
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valid = valid && test_conversion_gdscript_builtin("\tvar aa = roman(r.move_and_slide_with_snap( a, g, b, c, d, e, f )) # Roman", "\tr.set_velocity(a)\n\t# TODOConverter40 looks that snap in Godot 4.0 is float, not vector like in Godot 3 - previous value `g`\n\tr.set_up_direction(b)\n\tr.set_floor_stop_on_slope_enabled(c)\n\tr.set_max_slides(d)\n\tr.set_floor_max_angle(e)\n\t# TODOConverter40 infinite_inertia were removed in Godot 4.0 - previous value `f`\n\tr.move_and_slide()\n\tvar aa = roman(r.velocity) # Roman", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
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valid = valid && test_conversion_gdscript_builtin("\tmove_and_slide_with_snap( a, g, b, c, d, e, f ) # Roman", "\tset_velocity(a)\n\t# TODOConverter40 looks that snap in Godot 4.0 is float, not vector like in Godot 3 - previous value `g`\n\tset_up_direction(b)\n\tset_floor_stop_on_slope_enabled(c)\n\tset_max_slides(d)\n\tset_floor_max_angle(e)\n\t# TODOConverter40 infinite_inertia were removed in Godot 4.0 - previous value `f`\n\tmove_and_slide() # Roman", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
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valid = valid && test_conversion_gdscript_builtin("\tvar aa = roman(r.move_and_slide( a, b, c, d, e, f )) # Roman", "\tr.set_velocity(a)\n\tr.set_up_direction(b)\n\tr.set_floor_stop_on_slope_enabled(c)\n\tr.set_max_slides(d)\n\tr.set_floor_max_angle(e)\n\t# TODOConverter3To4 infinite_inertia were removed in Godot 4 - previous value `f`\n\tr.move_and_slide()\n\tvar aa = roman(r.velocity) # Roman", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
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valid = valid && test_conversion_gdscript_builtin("\tmove_and_slide( a, b, c, d, e, f ) # Roman", "\tset_velocity(a)\n\tset_up_direction(b)\n\tset_floor_stop_on_slope_enabled(c)\n\tset_max_slides(d)\n\tset_floor_max_angle(e)\n\t# TODOConverter3To4 infinite_inertia were removed in Godot 4 - previous value `f`\n\tmove_and_slide() # Roman", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
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valid = valid && test_conversion_gdscript_builtin("\tvar aa = roman(r.move_and_slide_with_snap( a, g, b, c, d, e, f )) # Roman", "\tr.set_velocity(a)\n\t# TODOConverter3To4 looks that snap in Godot 4 is float, not vector like in Godot 3 - previous value `g`\n\tr.set_up_direction(b)\n\tr.set_floor_stop_on_slope_enabled(c)\n\tr.set_max_slides(d)\n\tr.set_floor_max_angle(e)\n\t# TODOConverter3To4 infinite_inertia were removed in Godot 4 - previous value `f`\n\tr.move_and_slide()\n\tvar aa = roman(r.velocity) # Roman", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
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valid = valid && test_conversion_gdscript_builtin("\tmove_and_slide_with_snap( a, g, b, c, d, e, f ) # Roman", "\tset_velocity(a)\n\t# TODOConverter3To4 looks that snap in Godot 4 is float, not vector like in Godot 3 - previous value `g`\n\tset_up_direction(b)\n\tset_floor_stop_on_slope_enabled(c)\n\tset_max_slides(d)\n\tset_floor_max_angle(e)\n\t# TODOConverter3To4 infinite_inertia were removed in Godot 4 - previous value `f`\n\tmove_and_slide() # Roman", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
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valid = valid && test_conversion_gdscript_builtin("remove_and_slide(a,b,c,d,e,f)", "remove_and_slide(a,b,c,d,e,f)", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
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valid = valid && test_conversion_gdscript_builtin("list_dir_begin( a , b )", "list_dir_begin() # TODOGODOT4 fill missing arguments https://github.com/godotengine/godot/pull/40547", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
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valid = valid && test_conversion_gdscript_builtin("list_dir_begin( a )", "list_dir_begin() # TODOGODOT4 fill missing arguments https://github.com/godotengine/godot/pull/40547", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
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valid = valid && test_conversion_gdscript_builtin("list_dir_begin( )", "list_dir_begin() # TODOGODOT4 fill missing arguments https://github.com/godotengine/godot/pull/40547", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
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valid = valid && test_conversion_gdscript_builtin("list_dir_begin( a , b )", "list_dir_begin() # TODOConverter3To4 fill missing arguments https://github.com/godotengine/godot/pull/40547", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
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valid = valid && test_conversion_gdscript_builtin("list_dir_begin( a )", "list_dir_begin() # TODOConverter3To4 fill missing arguments https://github.com/godotengine/godot/pull/40547", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
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valid = valid && test_conversion_gdscript_builtin("list_dir_begin( )", "list_dir_begin() # TODOConverter3To4 fill missing arguments https://github.com/godotengine/godot/pull/40547", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
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valid = valid && test_conversion_gdscript_builtin("sort_custom( a , b )", "sort_custom(Callable(a, b))", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
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@ -874,9 +874,9 @@ bool ProjectConverter3To4::test_conversion(RegExContainer ®_container) {
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valid = valid && test_conversion_gdscript_builtin("draw_line(1, 2, 3, 4, 5)", "draw_line(1, 2, 3, 4)", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
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valid = valid && test_conversion_gdscript_builtin("\timage.lock()", "\tfalse # image.lock() # TODOConverter40, Image no longer requires locking, `false` helps to not break one line if/else, so it can freely be removed", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
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valid = valid && test_conversion_gdscript_builtin("\timage.unlock()", "\tfalse # image.unlock() # TODOConverter40, Image no longer requires locking, `false` helps to not break one line if/else, so it can freely be removed", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
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valid = valid && test_conversion_gdscript_builtin("\troman.image.unlock()", "\tfalse # roman.image.unlock() # TODOConverter40, Image no longer requires locking, `false` helps to not break one line if/else, so it can freely be removed", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
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valid = valid && test_conversion_gdscript_builtin("\timage.lock()", "\tfalse # image.lock() # TODOConverter3To4, Image no longer requires locking, `false` helps to not break one line if/else, so it can freely be removed", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
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valid = valid && test_conversion_gdscript_builtin("\timage.unlock()", "\tfalse # image.unlock() # TODOConverter3To4, Image no longer requires locking, `false` helps to not break one line if/else, so it can freely be removed", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
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valid = valid && test_conversion_gdscript_builtin("\troman.image.unlock()", "\tfalse # roman.image.unlock() # TODOConverter3To4, Image no longer requires locking, `false` helps to not break one line if/else, so it can freely be removed", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
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valid = valid && test_conversion_gdscript_builtin("\tmtx.lock()", "\tmtx.lock()", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
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valid = valid && test_conversion_gdscript_builtin("\tmutex.unlock()", "\tmutex.unlock()", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
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@ -998,7 +998,7 @@ bool ProjectConverter3To4::test_conversion(RegExContainer ®_container) {
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valid = valid && test_conversion_gdscript_builtin("apply_force(position, impulse)", "apply_force(impulse, position)", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
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valid = valid && test_conversion_gdscript_builtin("apply_impulse(position, impulse)", "apply_impulse(impulse, position)", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
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valid = valid && test_conversion_gdscript_builtin("draw_rect(a,b,c,d,e).abc", "draw_rect(a, b, c, d).abc# e) TODOGODOT4 Antialiasing argument is missing", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
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valid = valid && test_conversion_gdscript_builtin("draw_rect(a,b,c,d,e).abc", "draw_rect(a, b, c, d).abc# e) TODOConverter3To4 Antialiasing argument is missing", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
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valid = valid && test_conversion_gdscript_builtin("get_focus_owner()", "get_viewport().gui_get_focus_owner()", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
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valid = valid && test_conversion_gdscript_builtin("button.pressed = 1", "button.button_pressed = 1", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
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valid = valid && test_conversion_gdscript_builtin("button.pressed=1", "button.button_pressed=1", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
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@ -1149,13 +1149,13 @@ bool ProjectConverter3To4::test_array_names() {
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// Light2D, Texture, Viewport are special classes(probably virtual ones).
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if (ClassDB::class_exists(StringName(old_class)) && old_class != "Light2D" && old_class != "Texture" && old_class != "Viewport") {
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ERR_PRINT(vformat("Class \"%s\" exists in Godot 4.0, so it cannot be renamed to something else.", old_class));
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ERR_PRINT(vformat("Class \"%s\" exists in Godot 4, so it cannot be renamed to something else.", old_class));
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valid = false; // This probably should be only a warning, but not 100% sure - this would need to be added to CI.
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}
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// Callable is special class, to which normal classes may be renamed.
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if (!ClassDB::class_exists(StringName(new_class)) && new_class != "Callable") {
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ERR_PRINT(vformat("Class \"%s\" does not exist in Godot 4.0, so it cannot be used in the conversion.", old_class));
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ERR_PRINT(vformat("Class \"%s\" does not exist in Godot 4, so it cannot be used in the conversion.", old_class));
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valid = false; // This probably should be only a warning, but not 100% sure - this would need to be added to CI.
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}
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}
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@ -1630,8 +1630,8 @@ void ProjectConverter3To4::process_gdscript_line(String &line, const RegExContai
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// With longer lines, doing so can sometimes be significantly faster.
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if ((line.contains(".lock") || line.contains(".unlock")) && !line.contains("mtx") && !line.contains("mutex") && !line.contains("Mutex")) {
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line = reg_container.reg_image_lock.sub(line, "false # $1.lock() # TODOConverter40, Image no longer requires locking, `false` helps to not break one line if/else, so it can freely be removed", true);
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line = reg_container.reg_image_unlock.sub(line, "false # $1.unlock() # TODOConverter40, Image no longer requires locking, `false` helps to not break one line if/else, so it can freely be removed", true);
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line = reg_container.reg_image_lock.sub(line, "false # $1.lock() # TODOConverter3To4, Image no longer requires locking, `false` helps to not break one line if/else, so it can freely be removed", true);
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line = reg_container.reg_image_unlock.sub(line, "false # $1.unlock() # TODOConverter3To4, Image no longer requires locking, `false` helps to not break one line if/else, so it can freely be removed", true);
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}
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// PackedStringArray(req_godot).join('.') -> '.'.join(PackedStringArray(req_godot)) PoolStringArray
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@ -1832,7 +1832,7 @@ void ProjectConverter3To4::process_gdscript_line(String &line, const RegExContai
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// infiinite_interia
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if (parts.size() >= 6) {
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line_new += starting_space + "# TODOConverter40 infinite_inertia were removed in Godot 4.0 - previous value `" + parts[5] + "`\n";
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line_new += starting_space + "# TODOConverter3To4 infinite_inertia were removed in Godot 4 - previous value `" + parts[5] + "`\n";
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}
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line_new += starting_space + base_obj + "move_and_slide()";
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@ -1863,7 +1863,7 @@ void ProjectConverter3To4::process_gdscript_line(String &line, const RegExContai
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// snap
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if (parts.size() >= 2) {
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line_new += starting_space + "# TODOConverter40 looks that snap in Godot 4.0 is float, not vector like in Godot 3 - previous value `" + parts[1] + "`\n";
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line_new += starting_space + "# TODOConverter3To4 looks that snap in Godot 4 is float, not vector like in Godot 3 - previous value `" + parts[1] + "`\n";
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}
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// up_direction
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@ -1888,7 +1888,7 @@ void ProjectConverter3To4::process_gdscript_line(String &line, const RegExContai
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// infiinite_interia
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if (parts.size() >= 7) {
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line_new += starting_space + "# TODOConverter40 infinite_inertia were removed in Godot 4.0 - previous value `" + parts[6] + "`\n";
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line_new += starting_space + "# TODOConverter3To4 infinite_inertia were removed in Godot 4 - previous value `" + parts[6] + "`\n";
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}
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line_new += starting_space + base_obj + "move_and_slide()";
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@ -1919,7 +1919,7 @@ void ProjectConverter3To4::process_gdscript_line(String &line, const RegExContai
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int start = line.find("list_dir_begin(");
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int end = get_end_parenthesis(line.substr(start)) + 1;
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if (end > -1) {
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line = line.substr(0, start) + "list_dir_begin() " + line.substr(end + start) + "# TODOGODOT4 fill missing arguments https://github.com/godotengine/godot/pull/40547";
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line = line.substr(0, start) + "list_dir_begin() " + line.substr(end + start) + "# TODOConverter3To4 fill missing arguments https://github.com/godotengine/godot/pull/40547";
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}
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}
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@ -2203,14 +2203,14 @@ void ProjectConverter3To4::process_gdscript_line(String &line, const RegExContai
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}
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}
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}
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// draw_rect(a,b,c,d,e) -> draw_rect(a,b,c,d)#e) TODOGODOT4 Antialiasing argument is missing
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// draw_rect(a,b,c,d,e) -> draw_rect(a,b,c,d)#e) TODOConverter3To4 Antialiasing argument is missing
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if (contains_function_call(line, "draw_rect(")) {
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int start = line.find("draw_rect(");
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int end = get_end_parenthesis(line.substr(start)) + 1;
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if (end > -1) {
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Vector<String> parts = parse_arguments(line.substr(start, end));
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if (parts.size() == 5) {
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line = line.substr(0, start) + "draw_rect(" + parts[0] + ", " + parts[1] + ", " + parts[2] + ", " + parts[3] + ")" + line.substr(end + start) + "# " + parts[4] + ") TODOGODOT4 Antialiasing argument is missing";
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line = line.substr(0, start) + "draw_rect(" + parts[0] + ", " + parts[1] + ", " + parts[2] + ", " + parts[3] + ")" + line.substr(end + start) + "# " + parts[4] + ") TODOConverter3To4 Antialiasing argument is missing";
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}
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}
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}
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@ -3098,7 +3098,7 @@ ProjectManager::ProjectManager() {
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ask_full_convert_dialog = memnew(ConfirmationDialog);
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ask_full_convert_dialog->set_autowrap(true);
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ask_full_convert_dialog->set_text(TTR("This option will perform full project conversion, updating scenes, resources and scripts from Godot 3.x to work in Godot 4.0.\n\nNote that this is a best-effort conversion, i.e. it makes upgrading the project easier, but it will not open out-of-the-box and will still require manual adjustments.\n\nIMPORTANT: Make sure to backup your project before converting, as this operation makes it impossible to open it in older versions of Godot."));
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ask_full_convert_dialog->set_text(TTR("This option will perform full project conversion, updating scenes, resources and scripts from Godot 3 to work in Godot 4.\n\nNote that this is a best-effort conversion, i.e. it makes upgrading the project easier, but it will not open out-of-the-box and will still require manual adjustments.\n\nIMPORTANT: Make sure to backup your project before converting, as this operation makes it impossible to open it in older versions of Godot."));
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ask_full_convert_dialog->connect("confirmed", callable_mp(this, &ProjectManager::_perform_full_project_conversion));
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add_child(ask_full_convert_dialog);
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@ -3229,7 +3229,7 @@ GDScriptParser::ExpressionNode *GDScriptParser::parse_type_test(ExpressionNode *
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}
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GDScriptParser::ExpressionNode *GDScriptParser::parse_yield(ExpressionNode *p_previous_operand, bool p_can_assign) {
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push_error(R"("yield" was removed in Godot 4.0. Use "await" instead.)");
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push_error(R"("yield" was removed in Godot 4. Use "await" instead.)");
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return nullptr;
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}
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@ -1,2 +1,2 @@
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GDTEST_PARSER_ERROR
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"yield" was removed in Godot 4.0. Use "await" instead.
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"yield" was removed in Godot 4. Use "await" instead.
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@ -131,9 +131,9 @@ void EditorExportPlatformUWP::get_export_options(List<ExportOption> *r_options)
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bool EditorExportPlatformUWP::has_valid_export_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error, bool &r_missing_templates, bool p_debug) const {
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#ifndef DEV_ENABLED
|
||||
// We don't provide export templates for the UWP platform currently as it
|
||||
// has not been ported for Godot 4.0. This is skipped in DEV_ENABLED so that
|
||||
// has not been ported for Godot 4. This is skipped in DEV_ENABLED so that
|
||||
// contributors can still test the pipeline if/when we can build it again.
|
||||
r_error = "The UWP platform is currently not supported in Godot 4.0.\n";
|
||||
r_error = "The UWP platform is currently not supported in Godot 4.\n";
|
||||
return false;
|
||||
#endif
|
||||
|
||||
@ -180,9 +180,9 @@ bool EditorExportPlatformUWP::has_valid_export_configuration(const Ref<EditorExp
|
||||
bool EditorExportPlatformUWP::has_valid_project_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error) const {
|
||||
#ifndef DEV_ENABLED
|
||||
// We don't provide export templates for the UWP platform currently as it
|
||||
// has not been ported for Godot 4.0. This is skipped in DEV_ENABLED so that
|
||||
// has not been ported for Godot 4. This is skipped in DEV_ENABLED so that
|
||||
// contributors can still test the pipeline if/when we can build it again.
|
||||
r_error = "The UWP platform is currently not supported in Godot 4.0.\n";
|
||||
r_error = "The UWP platform is currently not supported in Godot 4.\n";
|
||||
return false;
|
||||
#endif
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user