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Implements https://github.com/godotengine/godot-proposals/issues/3371.
New `target` presets
====================
The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:
- `editor`: Replaces `tools=yes target=release_debug`.
* Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
* Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
* Defines: `-O3`/`/O2`
New `dev_build` option
======================
The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:
- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
enables generating debug symbols, does not define `NDEBUG` so `assert()`
works in thirdparty libraries, adds a `.dev` suffix to the binary name.
Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.
Changed binary names
====================
The name of generated binaries and object files are changed too, to follow
this format:
`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`
For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`
Be sure to update your links/scripts/IDE config accordingly.
More flexible `optimize` and `debug_symbols` options
====================================================
The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:
`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
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actions/cache@v3
actions/checkout@v3
actions/upload-artifact@v3
actions/setup-dotnet@v2
actions/setup-java@v3
actions/setup-python@v4
mymindstorm/setup-emsdk@v11
Also reset cache keys as we're going to cleanup all caches.
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Fully removes the `bits` option and adapts the code that relied on it.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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And force rebuild of Linux cache which got corrupted...
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All iOS devices since the iPhone 5S support ARMv8 (64-bit).
The last iOS version supported on ARMv7 devices is 10.x, which is
too old to run Godot 4.0 projects since the minimum supported
iOS version is 11.0.
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We often hit "Too Many Requests" errors when uploading the cache with
`actions/cache` because there's a limit of 10 GB every 5 minutes, and we can
easily go over it when we amend or merge several PRs in a short timespan.
This will make the CI artifacts less useful for debugging crashes but there's
no real way around this.
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It's normally opt-in as the advanced one (CTL support) is the default,
but we need to build it to catch potential build issues.
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... on all platforms but MSVC, as it still has a number of unsolved warnings
in its `/Wall` level. Some of it might be valid, others might be overkill,
this needs further assessment and fixes. (We could also change the `extra`
level to `/W4` on MSVC if that's more meaningful.)
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Set retention-days of all artifacts to 14.
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This can be used to compare impacts on the generated files
and especially their size in PRs.
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