Age | Commit message (Collapse) | Author |
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Implement a way to dump the gdnative_interface.h file from the executable
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This makes it easier to set up, as you always have Python installed
when building Godot. On the other hand, you don't always have Node.js
+ npm installed (and you may not want to spend time running `npm install`).
Co-authored-by: Fabio Alessandrelli <fabio.alessandrelli@gmail.com>
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And re-add `node_modules` to `.gitignore` which I mistakenly removed
with an earlier cleanup.
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Group things better in categories, and remove a ton of VS junk.
Some of it might still be needed and could need to be re-added.
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That removal was correct, but triggered a bug in our messy-as-heck main.cpp
detection logic for editor/project manager/project/command line tool...
Fixing this is for another day.
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constraints for native code editor support.
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Actually sdk-1.2.154.1 for Vulkan-Loader.
glslang is updated to bacaef3237c515e40d1a24722be48c0a0b30f75f which is the
known-good version for Vulkan-ValidationLayers 1.2.154.0.
COPYRIGHT.txt was synced with the current version of the glslang LICENSE.txt,
and `glslang/register_types.cpp` now uses the upstream definition for its
default builtin resource instead of hardcoding it.
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Implements exit codes into the engine so tests can return their statuses.
Ideally we don't do this, and we use FIXUP logic to 'begin' and 'end' the engine execution for tests specifically.
Since realistically we're initialising the engine here we don't want to do that, since String should not require an engine startup to test a single header.
This lowers the complexity of running the unit tests and even for
physics should be possible to implement such a fix.
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Fixes #40607.
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
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A new `methods.dump(env)` is added to dump the construction environment
used by SCons to build Godot to a `.scons_env.json`. The file can be used
for debugging purposes and any external tool.
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The default `custom.py` can be created at the root of the Godot
repository to initialize any SCons build options via file which are
specific to user.
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Also ignore new Android build artifact.
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Added to .gitignore - Cppcheck folder and Gcov, Lcov code coverage
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- update gradle plugins versions
- add formatting rules for AndroidManifest and gradle build files
- cleanup java_godot_lib_jni
Note: logic was mostly moved around and no new logic/functionality was added.
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different versions of python
(cherry picked from commit beee8b37763dd25a105d75274b3f2fffe35f69e1)
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Update .gitignore
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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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