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mirror of https://github.com/godotengine/godot.git synced 2025-11-04 12:00:25 +00:00

Change .build extension for engine build profiles to .gdbuild

`.build` was already used by the Meson buildsystem for its build file.
Using a unique file extension for Godot avoids ambiguity and allows
third-party tools to reliably detect its file formats.

The previous file extension is still accepted in the load/save dialog, so
this change is backwards-compatible. The buildsystem doesn't care
about the file extension, so no changes are required on that end.
This commit is contained in:
Hugo Locurcio
2025-03-25 02:09:36 +01:00
parent 6b5b84c0c5
commit 4d2409f849

View File

@@ -866,7 +866,7 @@ EditorBuildProfileManager::EditorBuildProfileManager() {
import_profile = memnew(EditorFileDialog);
add_child(import_profile);
import_profile->set_file_mode(EditorFileDialog::FILE_MODE_OPEN_FILE);
import_profile->add_filter("*.build", TTR("Engine Compilation Profile"));
import_profile->add_filter("*.gdbuild,*.build", TTR("Engine Compilation Profile"));
import_profile->connect("files_selected", callable_mp(this, &EditorBuildProfileManager::_import_profile));
import_profile->set_title(TTR("Load Profile"));
import_profile->set_access(EditorFileDialog::ACCESS_FILESYSTEM);
@@ -874,7 +874,7 @@ EditorBuildProfileManager::EditorBuildProfileManager() {
export_profile = memnew(EditorFileDialog);
add_child(export_profile);
export_profile->set_file_mode(EditorFileDialog::FILE_MODE_SAVE_FILE);
export_profile->add_filter("*.build", TTR("Engine Compilation Profile"));
export_profile->add_filter("*.gdbuild,*.build", TTR("Engine Compilation Profile"));
export_profile->connect("file_selected", callable_mp(this, &EditorBuildProfileManager::_export_profile));
export_profile->set_title(TTR("Export Profile"));
export_profile->set_access(EditorFileDialog::ACCESS_FILESYSTEM);