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2023-04-04Bump version to 4.0.3-rcRémi Verschelde
2023-04-03Fix xml namespace in org.godotengine.Godot.xmlParagoumba
(cherry picked from commit 1ba14e838ae2c7956bab5b4f10a8d2c04846ec53)
2023-03-30Bump version to 4.0.2-rcRémi Verschelde
2023-03-01Bump version to 4.0.1-rcRémi Verschelde
2023-03-01Bump version to 4.0-stable \o/Rémi Verschelde
4 years of development. 12,000 merged pull requests. 7,000 fixed issues. 1,500 individual contributors across engine and docs. The Godot 4.0 release is by all metrics our biggest release so far. No stone has been left unturned, all parts of the engine have been modernized, refactored, overhauled, rewritten, redesigned. Our work is far from done. Many areas still have significant known issues, and will require focused work from all willing contributors to fix blocking bugs, implement missing features, optimize for performance or compatibility, and improve the user experience. But Godot 4.0 marks the start of the new, modern Godot Engine, and a solid foundation for us all to build upon. Future 4.x releases will come with a much faster cadence, enabling us to iterate quickly on new features and improvements to what we already provide. To all of you who were involved in making Godot 4.0 what it is today, however big or small your contributions were: THANK YOU! This was a massive undertaking, and you all participated in unique and wonderful ways to build a free and open source game engine for everyone to use and enjoy. You are breathtaking! <3
2023-02-22[iOS] Fix Xcode project file list.bruvzg
2023-02-17Fix .gitignore ignores part of the committed repo.Ben Rog-Wilhelm
2023-01-10[iOS] Move name and version information to the Xcode project.bruvzg
2023-01-05One Copyright Update to rule them allRémi Verschelde
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
2022-12-12Rename all gdnative occurences to gdextensionGilles Roudière
Non-exhaustive list of case-sensitive renames: GDExtension -> GDNative GDNATIVE -> GDEXTENSION gdextension -> gdnative ExtensionExtension ->Extension (for where there was GDNativeExtension) EXTENSION_EXTENSION ->EXTENSION (for where there was GDNATIVE_EXTENSION) gdnlib -> gdextension gdn_interface -> gde_interface gdni -> gde_interface
2022-12-04Improve command line help to fit on narrower displaysHugo Locurcio
- Update shell completions to reference recently added CLI arguments.
2022-11-29Merge pull request #69110 from bruvzg/con_icon2Rémi Verschelde
[Windows] Optimize editor icon, use different icon for console executable.
2022-11-29[Windows] Optimize editor icon, use different icon for console executable.bruvzg
2022-11-28Merge pull request #67815 from Calinou/html5-improve-feature-errorsRémi Verschelde
Improve feature errors in HTML5 for easier understanding
2022-11-17[iOS] iOS export improvements.bruvzg
Add export options to set Settings and Notification icons on export. Automatically fill background of the app store icon instead of failing (with warning). Update development region to use `en` instead of `English`.
2022-11-02Rename `--export` command line argument to `--export-release`Hugo Locurcio
This makes the action of exporting to release mode more explicit.
2022-10-31Add ProMotion Support to iOS ExportsZach Coleman
2022-10-31Merge pull request #67309 from groud/implement_gdnative_interface_h_dumpRémi Verschelde
Implement a way to dump the gdnative_interface.h file from the executable
2022-10-23Improve feature errors in HTML5 for easier understandingHugo Locurcio
2022-10-13Implement a way to dump the gdnative_interface.h file from the executableGilles Roudière
2022-10-11[Web] Add auto-formatting to HTML files.Fabio Alessandrelli
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.
2022-09-26SCons: Unify tools/target build type configurationRémi Verschelde
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.
2022-09-23SCons: Cleanup `DEBUG`, `_DEBUG` and `NDEBUG` definesRémi Verschelde
- `_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.
2022-09-20Merge pull request #65541 from clayjohn/renderer-settingRémi Verschelde
Split rendering driver project setting into renderer_name and rendering_driver
2022-09-19Split rendering driver project setting into renderer_name and ↵clayjohn
rendering_driver. To differentiate between a driver (e.g. Vulkan or D3D12) and a renderer (e.g. clustered or mobile renderer).
2022-09-17[Web] Add missing features warning in editor and export shell.Fabio Alessandrelli
2022-08-09[iOS] Extend iOS plugins to support Swift runtimeSergey Minakov
2022-07-21Rename OSX to macOS and iPhoneOS to iOS.bruvzg
2022-06-15Add Godot 3.x -> Godot 4.x project converterRafał Mikrut
2022-05-16Rename `--vk-layers` command line argument to `--gpu-validation`Hugo Locurcio
The new name is independent of the graphics API in use. This prepares Godot for implementations of graphics APIs other than Vulkan.
2022-05-16Merge pull request #57006 from Calinou/web-editor-no-threads-modalRémi Verschelde
2022-05-06Add Greek translation for Linux desktop fileEmmanouil Papadeas
Follow-up to #60777 and #60800.
2022-05-05Add French translation for Linux desktop fileHugo Locurcio
2022-05-05Add Simplified Chinese translation for Linux desktop fileHaoyu Qiu
2022-03-18Merge pull request #47526 from backwardspy/masterRémi Verschelde
set StartupWMClass in linux `.desktop` file
2022-03-15Merge pull request #59153 from Calinou/debug-stringnames-improveRémi Verschelde
Improve `--debug-stringnames` to be more useful
2022-03-15Improve `--debug-stringnames` to be more usefulHugo Locurcio
- 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.
2022-03-13Make `-q` CLI argument toggle quiet stdout instead of quittingHugo Locurcio
`-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.
2022-03-13Tweak the display order of CLI arguments in `--help` for consistencyHugo Locurcio
`--profile-gpu` was renamed to `--gpu-profile` for consistency with `--gpu-abort`. This also updates the shell completion files to the latest `master` branch.
2022-03-11Merge pull request #58751 from bruvzg/loc_str_propsRémi Verschelde
2022-03-09Remove unused GDNative codeRémi Verschelde
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).
2022-03-04Improve app name and system permission message localization.bruvzg
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.
2022-03-04[macOS and iOS export] Add localized application name to the translation ↵bruvzg
.plist files.
2022-02-12[macOS] Add missing translation file.bruvzg
2022-02-12Merge pull request #57005 from Calinou/web-editor-tweak-logo-max-widthFabio Alessandrelli
Tweak logo max width on the web editor
2022-02-12Merge pull request #56966 from Calinou/web-editor-allow-any-orientationFabio Alessandrelli
Allow using the web editor on any device orientation
2022-02-08Remove support for ARMv7 (32-bit) on iOSHugo Locurcio
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.
2022-02-06[HTML5] Improve editor progressive web app behavior.Fabio Alessandrelli
Ensures early claim for aggressive caching. Adds a button to update when it detects a new version asking confirmation due to the necessary reload.
2022-02-06[HTML5] PWA service worker prefers cached version.Fabio Alessandrelli
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.
2022-01-25[iOS] Fix iOS export with manually specified signing/provisioning data.bruvzg