Age | Commit message (Collapse) | Author |
|
refactor(AStarGrid2D): Return `Vector2i` in `get_id_path`
|
|
Delete `set_all`, `set_axis`, and `get_axis` methods from Vector2/3/3i/4/4i
|
|
Improve string formatting (%f and %v) for inf and nan
|
|
ci: add Python static analysis check via mypy
|
|
Using codespell 2.3-dev from current git.
And fix typo in `methods.py` for `vsproj=yes` option (still won't work
though).
|
|
|
|
|
|
Signed-off-by: MisterMX <mbxd12@web.de>
|
|
|
|
Use `constexpr` in the conditions with template parameters and `sizeof`s to suppress C4127 warnings.
|
|
Change BitField to use 64-bit int.
|
|
suppress C4127 warnings.
|
|
|
|
|
|
This eases transition from beta 1 to beta 2 so that users don't get a warning
about a missing feature. The names were just changed.
The old feature names are removed from project.godot when opening such a
project.
|
|
Fix MSVC warnings C4701 and C4703: Potentially uninitialized variable used
|
|
Fix false flag compiler warning in bvh tree
|
|
Fix MSVC warning C4706: assignment within conditional expression
|
|
|
|
|
|
Compiler wrongly warns that sibling_id may be used when uninitialized. This PR sets the value to silence the warning.
|
|
Part of #66537.
|
|
to avoid shadowing `Object` member.
|
|
[GDExtension] Use function names with underscore for TextServer extension, add macros to generate wrappers for module functions.
|
|
add macros to generate wrappers for module functions.
|
|
|
|
KoBeWi/floor()_and_int()_are_not_the_same_I_guess🤔
Fix wrong `floori()` behavior
|
|
Make some File/Dir methods private
|
|
Synced with gabomdq/SDL_GameControllerDB@81ddc73d17b703b68c9142b46106a4db7c0d98c3
|
|
|
|
|
|
Silence GCC `-Wmaybe-uninitialized` caused by UBSAN
|
|
|
|
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.
|
|
A priori this doesn't appear to be an actual bug, but a known consequence of
using UBSAN. We silence this one to still have the possibility to get more
warnings raised by UBSAN, in case they are useful.
Works around and closes #66343.
|
|
Cleanup header guards for consistency
|
|
Fix file names for {Static,Lightmap}RaycasterEmbree.
|
|
|
|
Fix `InputEventAction`'s `is_match` method ignoring `exact_match` parameter
|
|
|
|
- `_DEBUG` is MSVC specific so it didn't make much sense to define for
Android and iOS builds.
- iOS was the only platform to define `DEBUG`. We don't use it anywhere
outside thirdparty code, which we usually don't intend to debug, so it
seems better to be consistent with other platforms.
- Consistently define `NDEBUG` to disable assert behavior in both `release`
and `release_debug` targets. This used to be set for `release` for all
platforms, and `release_debug` for Android and iOS only.
- Due to the above, I removed the only use we made of `assert()` in Godot
code, which was only implemented for Unix anyway, should have been
`DEV_ENABLED`, and is in PoolAllocator which we don't actually use.
- The denoise and recast modules keep defining `NDEBUG` even for the `debug`
target as we don't want OIDN and Embree asserting all over the place.
|
|
|
|
add `callv` method
|
|
Fix array-bounds warning in BVH
|
|
Fix various -Wmaybe-uninitialized warnings from GCC 12.2.1
|
|
Fix crash when listing files in nonexistent directory
|
|
|
|
Provides a workaround to prevent tripping a compiler warning.
|
|
Not sure why I didn't get those before, it may be due to upstream
changes (12.2.1 is a moving target, it's basically 12.3-dev), or simply
rebuilding Godot from scratch with different options.
|
|
|