Age | Commit message (Collapse) | Author |
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This is automatically enabled on all platforms including
Windows 10 and later, whenever a TTY environment is detected.
In non-TTY environments such as CI, this can be forced using the
`--color` command line argument.
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That's the version that we'll (tentatively) use for future 3.x and 4.0
builds.
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Windows.
Implement TextServer word break method.
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with sanitizers.
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Compatibility with current master was fixed in
https://github.com/godotengine/godot-cpp/pull/734
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Type emit_signal exposed method return type
set UndoRedo add_do_method and add_undo_method exposed return void
Set TreeItem::_call_recursive_bind returns void
Set _rpc_bind and _rpc_id_bind returns void in Node
Set _call_group and _call_group_flags method returns void in SceneTree
Set godot-cpp-test CI flag to false
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GitHub Actions runners only have 14 GiB available, so we need
to keep the cache constrained.
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And force a full rebuild as the cache is now broken.
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And force rebuild of Linux cache which got corrupted...
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PhysicsServer3DExtension inherits from PhysicsServer3D which is a
singleton class, since singleton classes are generated as static in C#
it would generate invalid C# so for now we'll be
ignoring PhysicsServer3DExtension.
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* Allows creating a GDExtension based 3D Physics Server (for Bullet, PhysX, etc. support)
* Some changes on native struct binding for PhysicsServer
This allows a 3D Physics server created entirely from GDExtension. Once it works, the idea is to port the 2D one to it.
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`-q` is a common toggle in a command line applications for quiet mode
(see apt or dnf for examples). In contrast, `--quit` isn't needed
as often.
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* Previous "virtual" classes (which can't be instantiated) are not corretly named "abstract".
* Added a new "virtual" category for classes, they can't be instantiated from the editor, but can be inherited from script and extensions.
* Converted a large amount of classes from "abstract" to "virtual" where it makes sense.
Most classes that make sense have been converted. Missing:
* Physics servers
* VideoStream
* Script* classes.
which will go in a separate PR due to the complexity involved.
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This removes the dependency on shared libmonosgen installed locally
and makes the artifacts usable as standalone for testing without
needing a full Mono install.
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This makes it easier to spot syntax errors when editing the
class reference. The schema is referenced locally so validation
can still work offline.
Each class XML's schema conformance is also checked on GitHub Actions.
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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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I *hate* having to commit this kind of noise to our
commit history. Especially on a Friday at 10 pm.
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The cache got corrupted and until https://github.com/actions/cache/issues/2
is prioritized we're forced to fix it up with such hacks...
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No specific reason that I know of aside from it being available in our
prebuilt CI dependencies.
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qarmin's repository has been moved to the godotengine organization.
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Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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No formatting changes on our code compared to 20.8b1.
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This prevents errors when encountering options which have been defined in newer
versions of clang-format, and are invalid in the YAML for the old version.
Bump minimum supported clang-format version to 12 (where `--Wno-error=unknown`
was added).
Use clang-format 12 on CI (13 is not available yet on the Ubuntu 20.04 images).
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This allows having good stacktraces when the tests crash.
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Update Godot Javascript FS library to manually depend on ERRNO_CODES.
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Add a missing call to disable warnings on a forked env for freetype's
`sfnt.c`.
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Using codespell 2.0.0.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
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This is the version mandated by Godot's gradle setup anyway so it would get
installed when running gradlew. Now we pre-install the correct version.
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