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2023-04-07[ci/windows] remove obsolete 'tools' in the nameumarcor
(cherry picked from commit 2abadbb58b266ab4289159c97970234e0ae6d128)
2023-04-07CI: Visibly print trailing whitespace when static checks failRémi Verschelde
GitHub Actions seems to be hiding colored whitespace, and after lots of attempts I couldn't find a way to work it around. So instead I'm using a perl expression to replace trailing spaces with `·` and tabs with `<TAB>` in the ANSI colored diff output. This ensure that they're visible, and they are properly colored as expected too. (cherry picked from commit 266280ffca218ae1c86e6d83d9b67a16086148b8)
2023-04-07ci: wait for static check results before starting buildsyedpodtrzitko
(cherry picked from commit 93b7bcb33da2c2395e51b097922240e76e9def71)
2023-03-27[ci/web] update mymindstorm/setup-emsdk to v12Unai Martinez-Corral
(cherry picked from commit dcb974700b35837ee13e1bd3f170a979ee0af03d)
2023-03-06CI: Pin SCons to 4.4.0, the new 4.5.0 is brokenRémi Verschelde
(cherry picked from commit 85bb561713940665b989c1ad69b4d0f74bca166e)
2023-02-18CI: Disable debug_symbols for Linux + all sanitizers buildRémi Verschelde
We're running out of disk space so builds are failing...
2023-02-11CI: Remove flaky packages.microsoft.com Ubuntu repositoryRémi Verschelde
We don't need it.
2023-02-06CI: Remove custom Linux deps and SwiftShaderRémi Verschelde
The default environment already includes everything we need to build all our configurations. Remove custom SwiftShader setup as lavapipe should now be good enough, but we need to install the latest one.
2023-02-01CI: Add official codespell action with PR annotationsRémi Verschelde
2023-01-25[CI] Remove packages that are no longer necessary.bruvzg
2023-01-23Cleanup and unify keyboard input.bruvzg
- Unify keycode values (secondary label printed on a key), remove unused hardcoded Latin-1 codes. - Unify IME behaviour, add inline composition string display on Windows and X11. - Add key_label (localized label printed on a key) value to the key events, and allow mapping actions to the unshifted Unicode events. - Add support for physical keyboard (Bluetooth or Sidecar) handling on iOS. - Add support for media key handling on macOS. Co-authored-by: Raul Santos <raulsntos@gmail.com>
2023-01-12Fix file formatting script dependencies and cleanupAaron Franke
2023-01-10CI: Use clang-format 15Rémi Verschelde
No change compared to version 13 in our codebase.
2022-12-14CI: Fix dumping GDExtension interface and API for godot-cppRémi Verschelde
Follow-up to https://github.com/godotengine/godot-cpp/pull/960. Fix exit code for --dump-extension-api and --dump-gdextension-interface. Removed the planned API validation step as we still didn't implement anything, and maintaining a stub isn't useful.
2022-12-12Merge pull request #69718 from groud/finally_rename_gdnative_to_gdextensionRémi Verschelde
Rename all gdnative occurences to gdextension
2022-12-12Rename all gdnative occurences to gdextensionGilles Roudière
Non-exhaustive list of case-sensitive renames: GDExtension -> GDNative GDNATIVE -> GDEXTENSION gdextension -> gdnative ExtensionExtension ->Extension (for where there was GDNativeExtension) EXTENSION_EXTENSION ->EXTENSION (for where there was GDNATIVE_EXTENSION) gdnlib -> gdextension gdn_interface -> gde_interface gdni -> gde_interface
2022-12-10Rename `float=64` SCons option to `precision=double`Hugo Locurcio
This avoids confusion with the old `bits=64` option and building for 64-bit CPUs in general.
2022-11-17Emphasize the importance of uploading a minimal reproduction projectHugo Locurcio
The field is now required, but "N/A" can be manually entered if the reproduction steps are trivial and don't require any project files to be followed.
2022-11-11Merge pull request #68543 from DarkKilauea/msvc-problem-matcherRémi Verschelde
2022-11-11Add MSVC problem matcher to CIJosh Jones
2022-11-11Add GCC problem matcher to CIRaul Santos
2022-11-11Mention .godot folder in issue templatekobewi
2022-11-02Add rendering team as GLES3 CODEOWNERclayjohn
2022-10-07Fix MSVC warnings, rename shadowed variables, fix uninitialized values, ↵bruvzg
change warnings=all to use /W4.
2022-10-04Various enhancements to Visual Studio solution generation.TechnoPorg
This adds support for building solutions with dev_mode and/or float=64 enabled. Additionally, it adds solution generation to the Windows CI to catch future regressions.
2022-10-04CI: Update target for godot-cpp after ↵Rémi Verschelde
https://github.com/godotengine/godot-cpp/pull/867
2022-10-01Fix CODEOWNERS and fix missing quote in "Building for platform" messageAaron Franke
2022-09-30ci: add Python static analysis check via mypyJiri Suchan
2022-09-26SCons: Unify tools/target build type configurationRémi Verschelde
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.
2022-09-19Further cleanup of VisualScript referencesRedMser
2022-09-09CI: Downgrade Emscripten to 3.1.18Rémi Verschelde
Emscripten 3.1.19 and 3.1.20 have a showstopping regression that breaks calling our main function for the editor build.
2022-09-05Fix UTF-8 validation in static checksGergely Kis
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.
2022-08-30[Web] Require threads, rtti, allow optimize=speed.Fabio Alessandrelli
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).
2022-08-29[Web] Rename JavaScript platform to Web.Fabio Alessandrelli
Also rename export name from "HTML5" to "Web".
2022-08-27Add `dotnet format` to CI to check C# styleRaul Santos
2022-08-25CI: Remove unnecessary extra cache step for EmscriptenRémi Verschelde
Co-authored-by: Fabio Alessandrelli <fabio.alessandrelli@gmail.com>
2022-08-25CI: Bump various GitHub actions to latest versionsRémi Verschelde
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.
2022-08-25Unify bits, arch, and android_arch into env["arch"]Aaron Franke
Fully removes the `bits` option and adapts the code that relied on it. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2022-08-23CI: Remove second build with mono_glue=yesIgnacio Roldán Etcheverry
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.
2022-08-22Merge pull request #62545 from yedpodtrzitko/yed/pytest-buildersRémi Verschelde
2022-08-22C#: Upgrade to .NET 6 (5.0 -> 6.0)Ignacio Roldán Etcheverry
2022-08-22CI: Setup .NET Sdk to fix CI and build C# code as wellIgnacio Roldán Etcheverry
2022-08-19ci: add basic test pipeline for shader buildersJiri Suchan
2022-08-19ci: move slowest static job to the end of pipelineJiri Suchan
2022-08-06Check also GLES3 in CIRafał Mikrut
2022-07-31create vector4, vector4i and projection for csharpantonWetzel
2022-07-29CI: Link MoltenVK statically on macOSRémi Verschelde
Same as done for official builds. Also make artifacts executable before zipping.
2022-07-26Implement support for loading system fonts on Linux, macOS / iOS and Windows.bruvzg
2022-07-25Code quality: Fix header guards consistencyRémi Verschelde
Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards.
2022-07-23Implement Vector4, Vector4i, Projectionreduz
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.