From 4d2409f849920c0c547d479ed644243ced0b8aee Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Tue, 25 Mar 2025 02:09:36 +0100 Subject: [PATCH] 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. --- editor/editor_build_profile.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/editor/editor_build_profile.cpp b/editor/editor_build_profile.cpp index e542819d2f1..ebb8e9ebb51 100644 --- a/editor/editor_build_profile.cpp +++ b/editor/editor_build_profile.cpp @@ -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);