Age | Commit message (Collapse) | Author |
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Emscripten 3.1.19 and 3.1.20 have a showstopping regression that breaks
calling our main function for the editor build.
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Use isutf8 instead of recode to detect invalid UTF-8 sequences.
Also add the necessary dependencies to run the static checks locally
using act (https://github.com/nektos/act) with the Medium size image.
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Update export names (web[_dlink]_[release|debug].zip).
The Build with dynamic linking is broken due to high number of imports
in output wasm (likely emscripten regression issue 15487).
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Also rename export name from "HTML5" to "Web".
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Co-authored-by: Fabio Alessandrelli <fabio.alessandrelli@gmail.com>
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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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A second build is no longer needed. It was resulting in a null build
that still took more than 1 minute of CI time.
Also removed other usages of `mono_glue=no` and `mono_static=yes`,
as these options no longer exist.
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Same as done for official builds.
Also make artifacts executable before zipping.
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Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
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Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
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The new option is `linker` and lets the user specify the argument to
the`-fuse_ld=` linker flag directly. The supported options are:
- `default`: No change, typically uses GNU ld (bfd) unless the user or
distro picked a different default `/usr/bin/ld`.
- `bfd`: GNU ld from binutils
- `gold`: GNU gold from binutils
- `lld`: lld from LLVM
- `mold`: mold, an extremely fast modern linker, not (yet) intended for
use in production but great for development speed. Provided by distro
`mold` package or needs to be compiled from source and installed to
`/usr` otherwise.
Removes the `use_lld=yes` option, and make lld actually usable with GCC
too.
Not all the above are compatible or recommend for LTO, we recommend
using GNU ld with GCC LTO, or lld with LLVM ThinLTO.
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They're very memory hungry to a point where GNU ld can crash on CI.
Both Gold and LLD should be nicer to RAM and thus a safer option.
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This reverts commit 04e955841f43efc13f90f6edf457ad7867418202.
It looks like we can just remove `-pipe` for the CI to complete.
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Another attempt at fixing CI which seems to get a linker crash since today (likely OOM).
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This doesn't change the behavior when `--jobs`/`-j` is specified as a
command-line argument or in `SCONSFLAGS`.
The SCons hack used to know if `num_jobs` was set by the user is derived
from the MongoDB setup.
We use `os.cpu_count()` for portability (available since Python 3.4).
With 4 CPUs or less, we use the max. With more than 4 we use max - 1 to
preserve some bandwidth for the user's other programs.
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MoltenVK SDK install (only in the default location).
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Corrects prior regression which caused ERROR output and exit code of 1.
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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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SConstruct change also makes it possible to outright delete the `editor`
folder in a `tools=no` build, which we use in CI to ensure no invalid
cross-dependencies are added.
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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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