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