Age | Commit message (Collapse) | Author |
|
|
|
[master] Mono/C#: Add iOS support
|
|
Also ignore new Android build artifact.
|
|
|
|
Fixed errors in makerst pre-commit hook
|
|
|
|
|
|
Also install and use pygmentize to visualize clang-format and black
diffs.
|
|
|
|
|
|
Configured for a max line length of 120 characters.
psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:
- Manually wrapped strings will be reflowed, so by using a line length
of 120 for the sake of preserving readability for our long command
calls, it also means that some manually wrapped strings are back on
the same line and should be manually merged again.
- Code generators using string concatenation extensively look awful,
since black puts each operand on a single line. We need to refactor
these generators to use more pythonic string formatting, for which
many options are available (`%`, `format` or f-strings).
- CI checks and a pre-commit hook will be added to ensure that future
buildsystem changes are well-formatted.
|
|
UTF-8, LF, no BOM, and newlines at the end of files
|
|
As per #36436, we now need C++17's guaranteed copy elision feature to
solve ambiguities in Variant.
Core developers discussed the idea to move from C++14 to C++17 as our
minimum required C++ standard, and all agreed. Note that this doesn't
mean that Godot is going to be written in "modern C++", but we'll use
modern features where they make sense to simplify our "C with classes"
codebase. Apart from new code written recently, most of the codebase
still has to be ported to use newer features where relevant.
Proper support for C++17 means that we need recent compiler versions:
- GCC 7+
- Clang 6+
- VS 2017 15.7+
Additionally, C++17's `std::shared_mutex` (conditionally used by
`vk_mem_alloc.h` when C++17 support is enabled) is only available in
macOS 10.12+, so we increase our minimum supported version.
|
|
`git diff-tree` used to fail on the `3.2` branch (and other non-master
branches) as Travis doesn't actually check that branch from the remote:
```
fatal: ambiguous argument '3.2': unknown revision or path not in the
working tree.
```
The exit code would still be 0 so we'd miss badly formatted commits
targeting stable branches.
We do it manually to ensure that it's going to work as we want it.
|
|
|
|
Due to the port to Vulkan and complete redesign of the rendering backend,
the `drivers/gles3` code is no longer usable in this state and is not
planned to be ported to the new architecture.
The GLES2 backend is kept (while still disabled and non-working) as it
will eventually be ported to serve as the low-end renderer for Godot 4.0.
Some GLES3 features might be selectively ported to the updated GLES2
backend if there's a need for them, and extensions we can use for that.
So long, OpenGL driver bugs!
|
|
Initial Vulkan support for Windows.
Initial Vulkan support for macOS.
|
|
Export and reference the icon as favicon when exporting to HTML5
|
|
Cf. https://github.com/godotengine/build-containers
A user-friendly tool using those containers will soon be released and
documented.
|
|
This makes the project icon display immediately as a favicon when
opening the page, without having to wait for the project to finish
loading.
|
|
No peace for the weary. :)
|
|
|
|
|
|
This provides rich autocompletion when using Godot's command line
interface.
|
|
Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
|
|
This also makes `make_icons.sh` executable directly.
|
|
|
|
This also makes documentation helper scripts executable.
|
|
|
|
|
|
Travis CI upgraded their Xenial VMs to default to openjdk11, which
is not working properly for sdkmanager, so we can no longer accept
licenses for the SDK.
They don't really seem to care about providing a good alternative
for us from the few threads I read, so let's just force openjdk8
back.
|
|
Drop unused and outdated OSX setup.
|
|
|
|
The Project Manager now sorts projects by name by default,
making this script redundant.
|
|
|
|
|
|
Leverage Android archive (AAR) file for Godot custom build
|
|
|
|
|
|
and an application module (`app`).
The application module `app` serves double duties of providing the prebuilt Godot binaries ('android_debug.apk', 'android_release.apk') and the Godot custom build template ('android_source.zip').
|
|
game is loaded.
(cherry picked from commit a5a413c7e971808576bbcf369e91208b51d0d819)
|
|
|
|
|
|
|
|
exist check to camera server for iOS
|
|
|
|
This is only meant to check the validity of the whole codebase every
now and then, or to apply clang-format config changes when relevant.
|
|
|
|
Make `fix_headers.py` script compatible with Python 3.
|
|
|