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Releases: eumario/godot-manager

Release 0.2.9

07 Jul 23:20
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Version v0.2.9 Release

Due to a Bug in design of the Poco class for storing Author information with the new News System loading, the full object was being stored, instead of just the important information. Corrected this issue.

Also due to this issue, we end up with a Corrupted database, causing it to fail to load when launching the Editor, so introducing new feature to Backup the database, and Restore the database when a corrupted database is found. A backup will be made everytime the database is saved, and if we load up, and find the database was corrupted, we restore the backup. Should leave less chance for the manager to corrupt itself, and fail to load up.

Release 0.2.8

07 Jul 04:24
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Version v0.2.8 Release

Fixes the news system once again. Moved away from using the blog HTML Page, to using the rss.json file to fetch the news, along with the Avatars list stored in the Github Repo for Website. Backported code from 0.3.x to 0.2.8 to fix this issue, and should allow for lesser breakage whenever fetching the news from the website.

Release 0.2.7

16 Jun 21:31
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Version v0.2.7 Release

This release fixes issues with Thumbnails, and Icons not being properly downloaded for AssetsLib searches, occasionally causing Godot Manager to crash, or not display anything at all. Due to how some images are not given an extension, Godot Manager utilizes the detection method more heavily to determine the type of image that we are attempting to load, and ensures that we provide Godot the correct extension for the file name, so that it can properly load the image up.

Release 0.2.6

09 Jun 02:52
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Version v0.2.6 Release

This release, fixes an issue with Download Manager for Godot Engines, not properly using Github and Tuxfamily, as there was a double execution of network requests, and one would end up being cancelled, over the other. This patch fixes the problem, so now properly queues the two requests, instead of firing them both off asynchronous.

Release 0.2.5

15 May 03:06
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Version 0.2.5 Release

This release, has mainly been a maintenance patch for Godot Manager. Fixing a few issues that have arrised when previous commit did not properly apply side commits back to the repo. New Projects are now properly created without any issues.

Also fixed errors with Attempting to Edit / Launch Projects that have No Version associated with it, as well, as ensure that when editing the project, if only 1 version of Godot is installed, it will let you set that as the version for the project. Also will ensure that if there is no Godot Engine Version installed, to prompt the user to install a version, without opening the Edit Project Dialog.

Various Fixes listed below.

  • Fixed issue where NewProject Dialog was not properly stringifying Rendering Driver.
  • Corrected getting minor version, to ensure it's numeric, instead of numeric-release
  • Ensured that dir_selected signal is disconnected only if it is connected, on OK signal.
  • Implemented using Config Version for 3.0 to 3.0.6.
  • Fix attempting to launch a project that has no godot engine associated with it. This can happen when the engine that a project was associated with, is removed.
  • Fix for #93
    • Fixed crash when attempting to Edit a project that has no engine assoicated.
    • When we have 1 version of engine installed, ensure that we mark the project as dirty, and allow the person to be able to save the project with the only engine installed.
    • Added signal to ensure that Project is updated, when something has changed about the project. Such as the engine associated with it, is uninstalled, this only Updates the UI for the projects.
  • Ensure that cached Godot Version is cleared when opening the project, and before populating the Project Data information. This ensures that an old version, that has been uninstalled, isn't cached when showing the dialog.
  • Implemented proper catches for any Network Traffic, where a failure to connect is caught. (Fixes #96)
  • Adds Development configuration, so that main CentralStore json isn't modified with new features, that would not be readable in older stable versions.

Release 0.2.4

10 Apr 05:10
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Release 0.2.4

Another point release, another bunch of bug fixes. This will be another release to fix many bugs that have been identified, and fixed over the past 5 months. It also implements a new feature that was requested, and should help with people who use USB Thumbdrives to move between computers, and the project files coming up missing, cause of a Drive Letter change, or mount point change.

Major Changes:

New Feature, Scan for Missing Projects. Godot Manager, when it finds projects that are missing, now show a Yellow Scan for Folder icon right next to the Remove Missing Projects, allowing for you to attempt to find projects that have been moved from their original location. All that is required, is to click the Yellow Scan Folder's icon, and browse to the directory where these projects now live, and Godot Manager will scan through them to find any missing projects, and update them.

Known Issues:

TuxFamily is continuing to be a point of contention. Godot Maintainers have created a repository for All Godot Builds which now houses all builds from developer, to alpha, beta, and release candidates, as well as Stable release builds. Work has finished in Godot Manager 0.3.0 which now only the two Github repositories are listed. Tuxfamily may be included again before the 0.3.0 release for thoes in other countries that cannot access Github.

The Future

Now that major work has completed with my RL job, my focus is once again on getting projects caught back up on, and getting a 0.3.0 release out so that I can finally once again focus on a singular code base to work on, instead of trying to patch up 0.2.x base, and work on the 0.3.x base. For now, most of the bug reports listed in the Bug Tracker, have been fixed, only outstanding are things targeted for 0.3.0 release, or have already been implemented in 0.3.0. Work continues onward.

What's Changed

  • Updates to First Run Wizard - Now more proper handling of downloading, and folder structure compliance.
  • Fixed bug when not using Native Titlebars on Mac OS, which could cause a race condition in Godot Manager. (Thanks to @shiena)
  • Added Version sorting to Engines, Following the SemVersion spec. (Thanks to @Cammymoop)
  • Fixed tooltips on Navigation bar, not properly showing for News Panel. (Thanks to [@DarkDemiurg])

New Contributors

Full Changelog: v0.2.3...v0.2.4

Release 0.2.3

16 Nov 09:03
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Release 0.2.3

Due to the longer then wanted wait on getting 0.3.0 of Godot Manager out the door, I have gone through the backlog of Bugs that have been reported to the Godot Manager Repository, and have done some major work to get bugs fixed, and things back to working order for release.

Major Changes:

Godot Manager now properly tracks Godot 4.0 releases on Github. Due to a change in how the Godot Team names their releases, have caused issues with Godot Manager being able to properly scrape the data from Github for releases, including Download URL's, and File sizes.

Also, many bugs where fixed dealing with Installing of Godot, Management of Projects, creation of new projects, and so on. Many previous crashes that have occurred while running, have been patched and corrected, more edge case testing, and catching of errors.

Known Issues:

Currently, as of the release of Godot Manager 0.2.3, Tuxfamily's SSL Certificate has expired. This is unfortunately causing issues with Godot Manager being able to download versions of Godot from said website. Also unfortunately, this is outside of my control, and we have to wait for Tuxfamily to correct the issue before continuing forward.

Also, as discussed in this bug report, the Godot Developers are moving away from Tuxfamily as a host for Godot Engine builds, and has created a new repository here to host all builds of Godot, from Stable, to Development, Alpha, Beta, and Release Candidates.

The Future

With any luck, this release will be stable enough for me to continue to focus on 0.3.0 version of Godot Manager, which will have many different improvements, that will be a completely different beast from the current release. But as always, if you do run into a Bug, please feel free to make a report, so that we can properly track it, and fix any issues as we go along. Also, we do have a Discord, if you wish to participate, or need help with anything to do with Godot Manager. You can join our discord here.

What's Changed

New Contributors

Full Changelog: v0.2.2...v0.2.3

Release 0.2.2

13 Sep 18:43
f9600ee
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This is a minor release, to fix an issue with installing Godot engine. There are other issues, such as Godot 4.0 releases on Github that do not correctly show the file size, or download URLs. You can currently use Tuxfamily mirror to get Godot 4.0 releases. Also the News tab is currently broken, as I have not fixed it in this version, but it will be working in Godot Manager 3.0.

Release 0.2.1

30 Nov 17:55
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Version 0.2.1 (2022-11-29)

With this release, minor features were implemented, but mostly was bug fixing to fix bugs that were found in version 0.2.0. Some of the new features with Version 0.2.1.

Shared Settings

You are now able to share your settings between versions of the Godot Engine. So now, you can set a specific version of Godot, with settings that you have setup just the way you like, and link other versions of Godot to those settings. Using the two new Icons, or new Right Click Menu on Godot Engines listed in the Godot Panel, you can use the Gear Icon (Settings Icon), to denote a version to be used as the template for other engines to use. You can use the Link Icon to link a version of Godot to the settings that have been setup by the Gear Icon.

Some Caveats of this setup. Godot Manager will not let you share settings between Godot 3 and Godot 4, as the settings are in-compatible. Also, it is a One way transaction, Godot Manager will only copy settings from the "Master (Gear)" version of Godot, to the "Linked (Link)" version of Godot. It will not transfer settings back to the master version, if you change something in the linked version, and if you make changes in the Linked version, they will get over-written the next time you launch the "Linked" version of Godot.

Along with copying the Settings over, feature_profiles, script_templates and text_editor_themes folders will be copied as well, as they can be shared without any issue. It will not copy any cache folder, or Engine templates over, as they may not be compatible.

Linux based Integration

One of the new features with Godot Manager 0.2.0, was the ability to integrate Godot Manager with your Linux Desktop, by creating a Desktop entry when going through the First Run Wizard. There have been some edge cases where the Desktop Entry does not get created for one reason or another. So, to allow this to be properly setup, there is now an Option that appears in the Settings Panel on Linux based systems, to let you create or remove the Desktop entry for Godot Manager.

Self-Contained Mode

Just like Godot, Godot Manager now has a Self-Contained mode, that allows you to create a Portable install of Godot Manager on a USB thumbdrive, or External USB Hard drive, allowing you to take your Development Environment wherever you go, to multiple different computers. This system is setup just like how the Godot Editor works. Just drop a blank file in the same folder that Godot Manager executable is, named either ".sc" or "sc", and Godot Manager will not use the normal User Directory folders on the various OS's, but instead use a folder name godot_data, in which to store everything.

Various Bugs fixed.

Many reports were made for bugs that were fixed in this release. You can check out the CHANGELOG.md file in the Github Repository, or look at the differences to see what specifically was fixed. Some highlights include:

  • Fixing Case-Sensitive naming for some OSes that are case sensitive.
  • Fixing Displayed Drivers for Godot Engine, based upon 3.x or 4.x tree, allowing you to actually see what drivers are being used, just as though it was a new project in the editors.
  • Fix errors with extracting Godot Engine Standard edition, not properly following a folder structure that is expected. Now properly works.
  • Organizing listing of Godot Engine, based upon Version numbers, instead of installed order.
  • Updated News panel to properly handle new formatting of Godot Engine website's news page.

And more. If you have any questions, or need help with anything, feel free to check out the Discord server, otherwise if you find bugs, feel free to report them in the bug tracker on Github.

Next version of Godot Manager

With Godot 4 becoming more stable, I will be starting work on a complete re-write of Godot Manager using Godot 4. This will let me organize things in a better fashion, as well as use things that I currently am not able to use with Godot 3.x. Many improvements will be available in the near future. So look forward to the updates as they come!

Release 0.2.0

07 Oct 07:14
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Version 0.2.0 (2022-10-07)

It's been a long road.... 6 months worth of work, to get Godot Manager to 0.2.0 release version. With this version, we have implemented quite a bit of updates, and bug fixes. Along with some new features, that have been wanted from the start, and that people have requested along the way. To hilight a few of the things that we have done with this release.

Godot Engine Mirrors

We started with the number one issue with Godot Manager, was the restriction of only being able to download from Github. With v0.2.0, and the intrudction of the Godot Mirror Manager project, official mirrors of Godot can now be scanned, and database generated from it, allowing for users to download from both Github and Tuxfamily. Meaning, that Stable, Alpha, Beta and Release Candidate releases can now be installed directly in Godot Mananger.

This allows for future engines to be added, as long as they have a scannable repository of entries that can be fetched, so that version information can be populated into a database. For thoes sites, that only provide a singular executable release, such as Nightly Builds, you can use the new Manage Custom Versions dialog.

Asset Library

Since the release of Godot 4 Beta, a need to be able to distinguish between 3.x plugins/addons/templates, and 4.x plugins/addons/templates was needed. Along with this, being able to define what version of Godot you want to look through was also needed. This presented us with a need to tweak the Asset Library UI, and searching functionality.

News Panel

With news coming out of latest versions, and various other news peices, such as the 2022 Showreel, and such, I decided to add a news panel to Godot Manager, allowing you to quickly scan Headlines directly from Godot Engine's website. If you see an article you like, you can click on any part of the article entry, and it will take you directly to the article.

New Settings

With new options being setup, new settings were added to the Dialog manager. As you may have notice in this screen shot, there's a couple of things that have been enabled. The first, by request, is the ability to use your OS' System Titlebars, and controls. This should allow for easier dragging of interface windows to anywhere on your desktop. While the "Faux" Titlebar still remains in the app, and is the default, this should allow for less bugs on slower systems.

Also introduced in 0.2.0, thanks to Godot 3.5 release, is the implementation of Proxy support. Since using Godot's own core Networking functions for HTTP Communications, anything that uses these functions, will support Proxy support. This will allow users in other countries, that have restrictive internet, to be able to proxy to continue using Godot Manager to download Engines, Plugins and Templates through their proxy.

Sorting and Pinnable Categories

A requested feature was to have a way to be able to sort the Default List View (Godot's own Project Manager View), to allow sorting by Project Name, or Godot Version. This is now setup, Default is the same as Godot's Internal Project Manager, which is Sorted by Last Opened / Modified. But you can sort Alphabetically, or by Version of the Godot Engine.

Also new, is the ability to pin Categories to the top of the list. So you can now pin categories to the top of the list, otherwise they will be sorted by Alphabetical order, with Favorites Category and Uncategorized being towards the bottom of the list.

Also, Godot Manager will now allow you to collapse Categories, for categories your not currently interested in, and will remember the toggle status, so that you can keep the same order as from the previous run.

New Addon Manager

With the previous versions of Godot Manager, Plugins / Addons were managed by using simple check boxes. Now, there's a new UI for Addon Management for both the Project Settings, and New Project dialogs, giving you visual information about the addons. Showing the Addon Icon, Version of the Addon, and a + or X to Add/Remove the Project from the project.

Engine Popup

With the previous screen shot, Godot Manager will now show the location of where that particular version of Godot is installed to. But not only that, there is now a Popup menu for a Godot Version, allowing you to Install/Uninstall, Make Default, as well as Copy path to the Godot Engine, or Open it directly with your OS' File Browser.

Translations

Work has begun to implement Translations for Godot Manager. All strings currently used in Godot Manager are translated, and with the help of GalaxyGamingBoy, initial work for Greek translations have begun. If you would like to contribute to translations, please see https://github.com/eumario/godot-manager/blob/master/locale/README.md for information on how to work on Translations. To add translations, feel free to create a Pull Request.

Bugs

Many different bugs were patched, and fixed in this release.

  • Fixed bug for searching for Plugins and Templats, where a null wasn't being returned when not found. Now using Linq to search Central Store.
  • Fixed bug where Asset Preview was still querying Godot AssetLib for locally imported plugins/templates.
  • Fixed bug, where Duplicate Projects were being added to the Central Store, when there was only 1 project to be added.\
  • Fixed 2 bugs on Linux/BSD where System needs to be prefix, and Executable Name was not named properly in the property.
  • Fix UI bug where Labels on IconView, to ensure that there is proper spacing, and justification of the labels, so that they don't run over each other.
  • Fixed minor bug where Indexes were not properly aligning to their images in the Download queue.
  • Fixed minor bug where Checking to ensure directories exist, it properly get's the Operating System's Location, and ensures to use the Settings that are saved, in order to get validated location.
  • Fixed bug with Paginated views, not properly updating when lower numbers of results were presented.
  • Fixed bug on Linux where Installer wasn't properly following Folder structure for Mono Editions of Godot, when decompressing from the Zip File.

Future of Godot Manager

The next goal for Godot Manager, for Version 0.3.0, will be a complete re-write of the Godot Manager, to use Godot 4.x, instead of Godot 3.x. Many advancements with C# support in Godot 4, has made using C# HTTP(s) Networking stack a lot easier, and more conveinent then working with Godot's HTTP(s) Networking stack. Which also opens using native libraries for things such as Octokit for Github, and other various libraries to support such things as Git checkout for importing Projects, Initializing Git repository in new projects, and various other features that can be accomplished a lot easier, and safer through C# stacks and existing Libraries.

Also, a full clean up of the structure of the project, will allow for better organization, and better management of the project as a whole. This will make things easier for the future, to add new features, and separate more work of UI and Logic, making it easier to manage what is UI side, and what is Logic side.

If you have an Idea you would like to see added to Godot Manager, feel free to submit a new Feature Request on the Github page: (https://github.com/eumario/godot-manager/issues/new/choose), and describe the kind of feature you would like to see added to Godot Manager. Another option, is that if you feel confident with using C#, and Godot, you are more then welcome to create a Fork, and submit Patch Requests to the Main repository for features that you create.