Age | Commit message (Collapse) | Author |
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Also rename `use_gcc` to `using_gcc` to make it clear that it returns
a config but does not alter it.
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If it needs to be hardcoded (for the sake of reproducible builds),
it should be together with the other hardcoded version info.
And yeah, two months in, let's move to 2019.
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Add new method. Fix wrong version condition for -fpie.
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Fixes #25316.
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Submodules don't have a .git folder in the same place, but a .git file
that points to the actual folder. This change take this into account.
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Fix regular macOS build by passing -isysroot to compiler so correct system headers are found
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With `sed -i $(rg -l '[[:blank:]]*$' -g'!thirdparty') -e 's/[[:blank:]]*$//g'`
(+ manual revert of some thirdparty code under `platform/android`).
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Also reorder advanced options to a more natural order,
and fix MSVC warning when disabling warnings in secondary environment.
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Also remove unnecessary `Export('env')` in other SCsubs,
Export should only be used when exporting *new* objects.
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prompt by guessing variables.
The vcxproj extension has been in MSVC 2012.
The sln extension has been in MSVC 2012.
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so that godot package builds reproducibly
in spite of indeterministic filesystem readdir order
and http://bugs.python.org/issue30461
See https://reproducible-builds.org/ for why this is good.
Sort font input file list, so that builtin_fonts.gen.h
is created in a reproducible way
Sort list of platforms, so that editor/register_exporters.gen.cpp
is created in a reproducible way
Sort list of source files, so that .a files and resulting godot binaries
are created in a reproducible way
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This value becomes part of get_version_info output,
but if it is changing every year without any other change,
it cannot be a useful indicator of anything.
Using a constant value, makes the package build reproducible.
See https://reproducible-builds.org/ for why this is good.
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Previously the compiler would use system headers located at
/System/Library/Frameworks, which could result in compilation failures
due to the headers not always being up-to-date in regards to the
latest installed macOS SDK headers that come with Xcode.
Fix the issue by passing the SDK path via the -isysroot option to the
compiler and linker invocations.
If no custom SDK path is given, the build system queries the SDK path
via xcrun --show-sdk-path, which returns something similar to
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/
/Developer/SDKs/MacOSX.sdk/
Querying via xcrun is now also done for iphone (and simulator)
platforms as well.
Here is an example of a compilation failure message due to outdated
headers:
platform/osx/os_osx.mm:1421:41: error: use of undeclared identifier 'NSAppKitVersionNumber10_12'; did you mean 'NSAppKitVersionNumber'?
if (floor(NSAppKitVersionNumber) >= NSAppKitVersionNumber10_12) {
^~~~~~~~~~~~~~~~~~~~~~~~~~
NSAppKitVersionNumber
/System/Library/Frameworks/AppKit.framework/Headers/NSApplication.h:26:28: note: 'NSAppKitVersionNumber' declared here
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fixes NameError (missing "subprocess_main" and "basestring")
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- Refactored all builder (make_*) functions into separate Python modules along to the build tree
- Introduced utility function to wrap all invocations on Windows, but does not change it elsewhere
- Introduced stub to use the builders module as a stand alone script and invoke a selected function
There is a problem with file handles related to writing generated content (*.gen.h and *.gen.cpp)
on Windows, which randomly causes a SHARING VIOLATION error to the compiler resulting in flaky
builds. Running all such content generators in a new subprocess instead of directly inside the
build script works around the issue.
Yes, I tried the multiprocessing module. It did not work due to conflict with SCons on cPickle.
Suggested workaround did not fully work either.
Using the run_in_subprocess wrapper on osx and x11 platforms as well for consistency. In case of
running a cross-compilation on Windows they would still be used, but likely it will not happen
in practice. What counts is that the build itself is running on which platform, not the target
platform.
Some generated files are written directly in an SConstruct or SCsub file, before the parallel build starts. They don't need to be written in a subprocess, apparently, so I left them as is.
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(cherry picked from commit 9190ae2be7068c8a84f60766a2f7c1da3e0bcd4b)
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I broke python 3 builds by using py2 specific dict functions in
commit 98846b39ee039358584884b439b96e799f1d2bd0
Fixed with functions in compat.py
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Adds following functions to the Engine singleton:
get_author_info - names of Godot authors
get_copyright_info - detailed source copyright get_license_info
get_donor_info - donor names
get_license_info - full text of licenses used, indexed by license names
get_license_text - the text of the Godot Expat license
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This commit adds a new rendering backend, GLES2, and adds a
project setting to enable it.
Currently this backend can only be used on the X11 platform,
but integrating into other platforms is planned.
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Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt`
Whitelist consists of:
```
ang
doubleclick
lod
nd
que
te
unselect
```
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- Fixes linking bug in modules split library
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Using v1.11.0 from https://github.com/lucasdemarchi/codespell
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This makes the output more readable if it is written to a file,
and more compact in continuous integration environments, keeping
the log sizes low.
This commit also adds myself to .mailmap.
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That "revision" was inherited from SVN days but had been since then
used to give information about the build: "custom_build", "official",
"<some distro's build>".
It can now be overridden with the BUILD_NAME environment variable.
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Removes the need for _MKSTR all over the place which has the drawback of
converting _MKSTR(UNKNOWN_DEFINE) to "UKNOWN_DEFINE" instead of throwing
a compilation error.
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-Version string takes this version info
-Ability to download templates from the interweb (listing does not work yet)
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There was a problem with MSBuild in that windows file paths
end with a backslash, which was escaping the last of the double quotes which
surround the $(ProjectDir) directive. This was fixed by removing the
last backslash through changing it to $(ProjectDir.TrimEnd('\')).
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Fixing vsproj generation by adding quotes arounnd $(ProjectDir). Otherwise the build will fail if the name has spaces in it
[ci skip]
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Add --directory=$(ProjectDir) to build_commandline()
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The forth in my quest to make Godot 3.x compile with -Werror on GCC7
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