Age | Commit message (Collapse) | Author |
|
This makes the action of exporting to release mode more explicit.
|
|
|
|
Implement a way to dump the gdnative_interface.h file from the executable
|
|
|
|
Uses html-eslint for HTML file and eslint-plugin-html for inline
JavaScript.
Use HTML5 (not XHTML), remove CDATA and trailing slashes for self
closing tags.
Add format checks to CI.
|
|
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.
|
|
- `_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.
|
|
Split rendering driver project setting into renderer_name and rendering_driver
|
|
rendering_driver. To differentiate between a driver (e.g. Vulkan or D3D12) and a renderer (e.g. clustered or mobile renderer).
|
|
|
|
|
|
|
|
|
|
The new name is independent of the graphics API in use.
This prepares Godot for implementations of graphics APIs other than Vulkan.
|
|
|
|
Follow-up to #60777 and #60800.
|
|
|
|
|
|
set StartupWMClass in linux `.desktop` file
|
|
Improve `--debug-stringnames` to be more useful
|
|
- Print all StringNames, not just the top 100.
- Print statistics at the end of the list of StringNames,
with unreferenced and rarely referenced StringNames.
- List the CLI argument in `--help` and shell completion.
|
|
`-q` is a common toggle in a command line applications for quiet mode
(see apt or dnf for examples). In contrast, `--quit` isn't needed
as often.
|
|
`--profile-gpu` was renamed to `--gpu-profile` for consistency with
`--gpu-abort`.
This also updates the shell completion files to the latest `master`
branch.
|
|
|
|
This has been superseded by GDExtension so this code is no longer useful
nor usable.
There's still some GDNative-related stuff in platform export code which
needs to be adapted for GDExtension (e.g. to include GDExtension libraries
in exports).
|
|
Add localizable string (Dictionary<Lang Code, String>) property editor and property hint.
Add localized "app name" property to the project settings.
Add localized permission and copyright properties to the macOS and iOS export settings.
Remove some duplicated ("app name") and deprecated ("info") macOS and iOS export properties.
|
|
.plist files.
|
|
|
|
Tweak logo max width on the web editor
|
|
Allow using the web editor on any device orientation
|
|
All iOS devices since the iPhone 5S support ARMv8 (64-bit).
The last iOS version supported on ARMv7 devices is 10.x, which is
too old to run Godot 4.0 projects since the minimum supported
iOS version is 11.0.
|
|
Ensures early claim for aggressive caching.
Adds a button to update when it detects a new version asking
confirmation due to the necessary reload.
|
|
Use an offline first approach, where we prefer the cached version over
the network one.
This forces games using PWA to always re-export the project and not just
the PCK, so that the service worker version gets updated correctly, and
the end-user cache is correctly cleared on update.
|
|
|
|
On tablets and foldable phones, the editor can remain usable
while in portrait mode thanks to the wide display.
|
|
Threads are required for the web editor to function. If the web server
is not correctly configured, threads won't be available.
This makes troubleshooting easier for people looking to self-host
the web editor.
|
|
The logo's maximum width is now dependent on the viewport height
in addition to the page width. This prevents the "Start Godot editor"
button from overflowing the page on mobile devices (although the
"Clear persistent data" and "Web editor documentation" buttons will
still overflow for now).
|
|
This makes for a more seamless-looking address bar/status bar
when using the web editor on a mobile device, either directly
in the brower or installed as a progressive web app.
This also specifies a theme color for the web editor's offline
fallback.
|
|
privacy settings, entitlements warnings and error checking.
|
|
|
|
Happy new year to the wonderful Godot community!
|
|
This fixes window management issues across platforms on hiDPI monitors.
The `--low-dpi` command line argument has been removed as similar
functionality (forcing low-DPI mode on DPI-aware programs) is
already provided by Windows and macOS itself.
|
|
|
|
Note, the editor build requires the mbedtls module to be manually
enabled, as it is currently needed as a ResourceUID dependency.
This will need to be addressed in a separate PR.
|
|
|
|
|
|
Default is "Auto", but can be forced to a specific WebGL version if the
automatic detection fails.
The game and editor canvas are now replaced with a new one in the exit
hooks. This helps the browser do some context cleanup, and allow us to
create a new context of a different type (WebGL/WebGL2).
|
|
|
|
translation detection by the OS.
|
|
"dist/linux/org.godotengine.Godot.xml" definitions. Add missing "shader" type icon.
|