Age | Commit message (Collapse) | Author |
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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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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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