Age | Commit message (Collapse) | Author |
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Added new way to create add-ons
Removed old way to create add-ons
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fixed PrismMesh size property
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which is generated during scons.
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Add Visual Studio debug visualizer
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[ciskip]
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Now that we have a built-in stacktrace on a segfault it would be useful
to have debug information on debug_release builds so that bugreports can
include this information. Without this debug info we will still get
function names in the backtrace but not file location.
This commit will by default build all targets with minimal debug info
and then strip the information into separate files. On MacOS this is a
.dSYM file, on Linux/MingW this is a .debug file. MacOSX will
automatically load a dSYM file if it exists in its debugger. On
Linux/MingW we create a 'gnu debuglink' meaning that gdb and friends
will automatically find the debug symbols if they exist.
Existing workflow for developers does not change at all, except that we
now create two instead of one build artifact by default.
This commit also adds a 'debug_symbols' option to X11, MacOS, and MingW
targets. The default is 'yes' which corresponds to -g1. The alternatives
are 'no' (don't generate debug infos at all) or 'full' which runs with
-g2. A target=debug build will now build with -g3.
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Ignore gprof output files
[ci skip]
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When building a profile build it is easy to accidentally create gmon.out
files all over the place. Ignore these so they won't get accidentally
pushed.
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Since we have explicit .gitignore rules for QT creator and several other
editor-specific swap/utility files I'd like to add Eclipse CDT projects
also as this is my editor of choice.
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@Noshyaar was right to remove them in the first place,
we need users with local clones to clean them up to prevent
older .cpp files from being including by globbing.
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Also sort alphabetically for clarity.
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The other subfolders of tools/ had already been moved to either
editor/, misc/ or thirdparty/, so the hiding the editor code that
deep was no longer meaningful.
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Just added the gles3 shader header files entry to ".gitignore" so we
avoid to accidentally commit also those generated files.
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Upgrade Gradle and Android plugin for Gradle
Disable all signing and zip-aligning for the export templates
Give correct names to generated APKs
Put .so files built by SCons right where Gradle has to pick them according to arch & build type
Downgrade NDK platform to 14 to match minSdkVersion
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They were wrongly placed, creating a file named "-fpic" instead of
applying "-fpic" to the build. This file was in .gitignore, which made it
less noticiable.
This also adds build.gradle to .gitignore.
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-DynamicFont uses Freetype by default
-Editor fonts are now scalable thanks to this
-Cleaned up documentation browser and added fonts for this
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NMake was not setup by the vsproj=yes compilation
parameter. After attempting other possible options,
this is the best fix for our current requirements.
Compiling via NMake is implementing an alternative
to SCons, so this fix escapes out of NMake
environment while also supporting different target
builds and IDE error list integration.
Also sets -j setting to 2 so that it's easy for
people to change it to a propper value and speed it
up a bit for those that do not.
Adds two missing .gitignore Visual Studio temp files
present in Visual Studio's .gitignore.
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included is a French translation!
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Adds to ".gitignore" the ".vscode" folder which is created when using
Visual Studio Code together with the "C/C++" extension.
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- Also updated the docs to reflect this.
- Added some vim temp files to gitignore
- Changed NaCL to be consistent with the other OS_Unix::get_date implementation
(added 1 to month to map to 1-12)
Ticket:
https://github.com/godotengine/godot/issues/4025
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-Made asset sharing support https
-Many fixes to HTTPRequest
-Added an asset installer dialog
-Visual cleanups to asset sharing tab
-Fixed some issues in ScrollContainer, hope it does not break things
-Asset sharing tab is not visible (hidden on purpose) for now.
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All the generated documentation is put in doc/_build.
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For this, put the detection into the OS class and its subclass.
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Useful for everybody wanting to package godot.
Fixes #1026.
-> Retain the old behaviour: path in error msg only when exporting.
-> User templates override system templates
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godot_res.res is showing up as a changed file when compiling for
windows. Need to ignore it.
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Ignore some extension of files created by Visual Studio 2013
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Fix absolute paths used in doxygen, ignore generated documentation in Git
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