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Implements https://github.com/godotengine/godot-proposals/issues/3371.
New `target` presets
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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.
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Adding OpenXR hand tracking support
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Force window position if spawned outside screen
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[RTL] Fix font variations / OpenType features of theme default font not updated when default font is changed.
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Add ability to open multiple scenes in the Dependency Editor
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Make Replace in Files always visible in Search
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focus search bar by default
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_parse_function()
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GuilhermeGSousa/fix-animation-transition-expressions
Fix expression base path on transitions
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Cleanup header guards for consistency
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Fix file names for {Static,Lightmap}RaycasterEmbree.
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updated when default font is changed.
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Dynamic loading of OpenXR Loader on Android
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[TextServer] Always prefer main font over fallbacks, regardless of script/language support.
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Fix Unshaded CanvasItem for Vulkan
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Add more tests for Vector* types
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Make dependencies with shader includes in subfolders
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Add 16-bits TGA support
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Implement Shift+LMB as a Way to Toggle Bookmarks
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Rename editor run/pause/stop shortcuts and tooltips for consistency
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Remember advanced state of connection dialog
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Fix out of sync when the script is edited externally via lsp
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script/language support.
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The new naming better suits non-game applications and is more explicit.
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Previously, external editing via lsp would modify the modified time of the script,
which caused the internal display of the script to not be refreshed when refocusing
the engine.
Now saving the script externally via lsp will automatically refresh the internal
display.
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add `area_get_collision_layer` &`area_get_collision_mask`
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Show override icon in script editor gutter
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Prevent 3-to-4 project converter from adding extra line for move_and_slide
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Add missing postprocessing doc for PathQueryParameters
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Fix compilation with custom "GODOT_VERSION_STATUS"
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Fixes #66054
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Load/update GDScript from disk on load if cache mode is CACHE_MODE_IGNORE
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Fix `tools=no` compile when `vsproj=yes`
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Fix `InputEventAction`'s `is_match` method ignoring `exact_match` parameter
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Disabled "Escape" button when closing the shortcut window
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Prevent a crash in the LSP when a function's return datatype is not resolved
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Fix sub-scene root nodes not getting the correct inheritance chain when exporting
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[TextEdit] Use error/selection font color for the current glyph only, instead of updating cached font color.
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