Age | Commit message (Collapse) | Author |
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- `_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.
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When going from version 14 to 15 it would introduce a tiny change in
`websocket_macros.h` just before the comment re-enabling clang-format,
but this can be solved by just letting it do its work.
Bonus cosmetic change in `math_fieldwise.cpp` where clang-format isn't
used, and bump recommended versions for pre-commit hook to [13; 15].
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Split rendering driver project setting into renderer_name and rendering_driver
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rendering_driver. To differentiate between a driver (e.g. Vulkan or D3D12) and a renderer (e.g. clustered or mobile renderer).
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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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Use isutf8 instead of recode to detect invalid UTF-8 sequences.
Also add the necessary dependencies to run the static checks locally
using act (https://github.com/nektos/act) with the Medium size image.
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This was removed in #63481, and we confirmed that it's better like this,
but we add back the possibility to strip CR as an option, to optionally
restore the previous behavior.
For performance this is done directly in `String::parse_utf8`.
Also fixes Android `FileAccess::get_line()` as this one _should_ strip CR.
Supersedes #63717.
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Same as done for official builds.
Also make artifacts executable before zipping.
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Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
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This prevents a `vulkan-sdk.dmg` file from lingering in the current
working directory after installing the Vulkan SDK.
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This script can be used to make Godot easier to compile on a fresh
macOS installation, including on CI platforms and containers where
the Vulkan SDK isn't preinstalled.
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This is automatically enabled on all platforms including
Windows 10 and later, whenever a TTY environment is detected.
In non-TTY environments such as CI, this can be forced using the
`--color` command line argument.
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Using codespell 2.2-dev from current git.
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The new name is independent of the graphics API in use.
This prepares Godot for implementations of graphics APIs other than Vulkan.
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Follow-up to #60777 and #60800.
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Closes #60778.
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small changes: improve OS.get_name classref, misc/scripts fixes, remove trailing quote
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Using codespell 2.2-dev from current git.
Fix a couple incorrect uses of gendered pronouns.
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set StartupWMClass in linux `.desktop` file
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Improve `--debug-stringnames` to be more useful
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- 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.
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`-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.
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`--profile-gpu` was renamed to `--gpu-profile` for consistency with
`--gpu-abort`.
This also updates the shell completion files to the latest `master`
branch.
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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).
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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.
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.plist files.
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Tweak logo max width on the web editor
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Allow using the web editor on any device orientation
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Using codespell 2.2-dev from current git.
Added `misc/scripts/codespell.sh` to make it easier to run it once in a
while and update the skip and ignore lists.
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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.
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