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This adds support for building solutions with dev_mode and/or float=64 enabled.
Additionally, it adds solution generation to the Windows CI to catch future regressions.
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Fix VS project creation
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Update methods.py
Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
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And cleanup disable_warnings too to avoid setting `/w` / `-w` multiple times.
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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.
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`editor_sources` was being added to the vs_project when godot is compiled with `tools=no`, which caused the build to fail.
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This makes it possible to retrieve all relevant versioning info used to
generate `core/version_generated.gen.h` in the buildsystem.
Notably it makes the custom logic parsing the `GODOT_VERSION_STATUS`
environment variable to override status easy to reuse.
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We want to replace libnethost as it gives us issues with some compilers.
Our implementation tries to mimic libnethost's hostfxr_resolver search
logic. We try to use the same function names for easier comparing in
case we need to update this in the future.
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The issue is caused by https://github.com/godotengine/godot/pull/64306 which makes use of a 3.7 feature while the current recommended python version is 3.5 for 3.x and 3.6 for master.
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Fully removes the `bits` option and adapts the code that relied on it.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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We're targeting .NET 5 for now to make development easier while
.NET 6 is not yet released.
TEMPORARY REGRESSIONS
---------------------
Assembly unloading is not implemented yet. As such, many Godot
resources are leaked at exit. This will be re-implemented later
together with assembly hot-reloading.
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Modules can now call:
env.module_add_dependencies(name: str, deps: list, optional: bool)
To add required or optional dependencies during the "can_build" step.
Required dependencies will be checked and the module will be not be
enabled when they are missing, printing a warning to notify the user.
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Fixes #63709.
Co-authored-by: 19PHOBOSS98 <37253663+19PHOBOSS98@users.noreply.github.com>
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* Changed to use the same stages as extensions.
* Makes the initialization more coherent, helping solve problems due to lack of stages.
* Makes it easier to port between module and extension.
* removed the DRIVER initialization level (no longer needed).
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This lets us have its definition in `core/version.h` and avoid
rebuilding a handful of files every time the commit hash changes.
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All compilation messages are now written in blue to ensure that
compiler errors and warnings stand out more. Messages were also
slightly shortened to make them easier to fit on a single line on
narrow terminals.
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This makes it possible to change the branch of the documentation that
URLs are pointing to without having to modify all class reference
files.
In the XML class reference, the `$DOCS_URL` placeholder should be used,
and will be replaced automatically in the editor and when generating
the RST class reference.
The documentation branch string is set in `version.py`.
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
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Mapping and other "abstract base classes" were moved after python 3.3 from collections to collections.abc
Python 3.3 is long gone and a newer version of python won't support this code.
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Whenever we change the name (or remove) generated cpp files with the `.gen.cpp`
extension, users run into build issues when switching between branches (i.e.
switching before and after the name change/removal). This is because we glob
`*.cpp` so if a now-obsolete file from a previous build is present, we'll
include it too, potentially leading to bugs or compilation failure (due to
missing headers or invalid code).
So globbing patterns in `add_source_files` will now skip files ending with
`.gen.cpp`, which should instead be passed explicitly where they're used.
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details for each configuration are logically separated from the generators
Add support for specifying defines for each configuration
Add support for specifying extra cli args for each configuration
Add support for specifying extra includes for each configuration
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Adds multi-channel SDF font texture generation and rendering support.
Adds per-font oversampling support.
Adds FontData import plugins (for dynamic fonts, BMFonts and monospaced image fonts), font texture cache pre-generation and loading.
Adds BMFont binary format and outline support.
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This could cause spurious errors on CI when trying to prune the cache,
as for some reason it tries to remove files/paths which do not exist.
That points at a bug in the `cache_progress` logic but at least this
workaround should prevent CI failures.
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Emscripten is LLVM-based so we want to follow the same logic. But we can't just
put it as a match in `methods.using_clang()` as that would mess with the
compiler version detection logic used to restrict old GCC and Clang releases.
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`VERSION_STATUS` is part of what constitutes the reference version for a given
Godot build, and is part of the version check for compatible export templates.
For dev snapshots (alpha, beta, RCs), we usually set the `VERSION_STATUS` to
a specific build number (e.g. `beta2`), but this change doesn't end up
committed to the Git repository as we don't want to keep changing `version.py`
for testing builds.
So this new environment override will be what can be used in official builds
and by users making custom builds for specific snapshots.
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* This PR adds the ability to disable classes when building.
* For now it's only possible to do this via command like:
`scons disable_classes=RayCast2D,Area3D`
* Eventually, a proper UI will be implemented to create a build config file to do this at large scale, as well as detect what is used in the project.
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Test sources and build parameter were not supplied to the visual studio project. This resulted in a build that was not able to be test using the --test command. Adding build parameter ensures we can test, and supplying the sources ensures we have all files to write new tests and edit existing ones.
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The `dev=yes` and `production=yes` options work as aliases to set a number of
options, while still aiming to allow overriding specific options if the user
wishes so. (E.g. `production=yes use_lto=no` should work to enable production
defaults *but* disable LTO.)
That wasn't working as `ARGUMENTS.get()` returns a string and not a boolean as
expected by `BoolVariable`, and this wasn't flagged as a bug... So added a
helper method using SCons' `BoolVariable._text2bool` to do the conversion
manually.
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`exec()` was not a good idea as it assumes a certain type of `version.py` file
similar to Godot's own file, which is not always a reliable assumption (see
https://github.com/godotengine/godot/pull/43057#issuecomment-777632900).
Also restores Python 2 support for the 3.2 branch.
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SCons: Add an option to detect C++ modules recursively
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This adds `custom_modules_recursive` which allows to detect and collect
all nested C++ modules which may reside in any directory specified by
`custom_modules` option.
The detection logic is made to be more strict because `SCSub` may be
used for organizing hierarchical builds within a module itself, so the
existence of `register_types.h` and `config.py` is checked as well
(these are all required for a C++ module to be compiled by Godot).
For performance reasons, built-in modules are not checked recursively,
and there's no benefit of doing so in the first place.
It's now possible to specify a directory path pointing to a *single*
module, as it may contain nested modules which are detected recursively.
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Build the engine with custom modules in Visual Studio
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