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2021-09-30Compile bullet with threasafe switch onManuele Finocchiaro
(cherry picked from commit 6f81c213a65d288f4ae9c29472e85460dad6038b)
2021-09-30bullet: Sync with upstream 3.17Rémi Verschelde
Stop include Bullet headers using `-isystem` for GCC/Clang as it misleads SCons into not properly rebuilding all files when headers change. This means we also need to make sure Bullet builds without warning, and current version fares fairly well, there were just a couple to fix (patch included). Increase minimum version for distro packages to 2.90 (this was never released as the "next" version after 2.89 was 3.05... but that covers it too). Fixes #43868. (cherry picked from commit b7901c773c2eaff26b5c3a5342773a70571b2648)
2021-08-09Some work on double supportAaron Franke
2020-12-18SCons: Add explicit dependencies on thirdparty code in cloned envRémi Verschelde
Since we clone the environments to build thirdparty code, we don't get an explicit dependency on the build objects produced by that environment. So when we update thirdparty code, Godot code using it is not necessarily rebuilt (I think it is for changed headers, but not for changed .c/.cpp files), which can lead to an invalid compilation output (linking old Godot .o files with a newer, potentially ABI breaking version of thirdparty code). This was only seen as really problematic with bullet updates (leading to crashes when rebuilding Godot after a bullet update without cleaning .o files), but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate.
2020-06-21Merge pull request #34236 from madmiraal/enable-bullet-debugRémi Verschelde
Enable Bullet DEBUG on debug builds.
2020-04-27Better damping implementation for Bullet rigid bodiesPouleyKetchoupp
Apply old method for linear & angular damping in Bullet, in order to make it easier to tweak and consistent with Godot Physics.
2020-04-27Update to bullet master (2.90)PouleyKetchoupp
2020-04-01Enable Bullet DEBUG on debug builds.Marcel Admiraal
2020-03-30SCons: Format buildsystem files with psf/blackRémi Verschelde
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.
2020-01-08bullet: Sync with upstream 2.89Rémi Verschelde
This allows distro unbundling again for distros that ship Bullet 2.89+.
2019-07-03SCons: Use CPPDEFINES instead of CPPFLAGS for pre-processor definesRémi Verschelde
It's the recommended way to set those, and is more portable (automatically prepends -D for GCC/Clang and /D for MSVC). We still use CPPFLAGS for some pre-processor flags which are not defines.
2019-06-11bullet: Sync with current upstream master branchRémi Verschelde
This updates our local copy to commit 5ec8339b6fc491e3f09a34a4516e82787f053fcc. We need a recent master commit for some new features that we use in Godot (see #25543 and #28909). To avoid warnings generated by Bullet headers included in our own module, we include those headers with -isystem on GCC and Clang. Fixes #29503.
2019-04-30SCons: Always use env.Prepend for CPPPATHRémi Verschelde
Include paths are processed from left to right, so we use Prepend to ensure that paths to bundled thirdparty files will have precedence over system paths (e.g. `/usr/include` should have lowest priority).
2019-04-24SCons: Review uses of CCFLAGS, CXXFLAGS and CPPFLAGSRémi Verschelde
Many contributors (me included) did not fully understand what CCFLAGS, CXXFLAGS and CPPFLAGS refer to exactly, and were thus not using them in the way they are intended to be. As per the SCons manual: https://www.scons.org/doc/HTML/scons-user/apa.html - CCFLAGS: General options that are passed to the C and C++ compilers. - CFLAGS: General options that are passed to the C compiler (C only; not C++). - CXXFLAGS: General options that are passed to the C++ compiler. By default, this includes the value of $CCFLAGS, so that setting $CCFLAGS affects both C and C++ compilation. - CPPFLAGS: User-specified C preprocessor options. These will be included in any command that uses the C preprocessor, including not just compilation of C and C++ source files [...], but also [...] Fortran [...] and [...] assembly language source file[s]. TL;DR: Compiler options go to CCFLAGS, unless they must be restricted to either C (CFLAGS) or C++ (CXXFLAGS). Preprocessor defines go to CPPFLAGS.
2019-02-08Disable BT_DEBUG, works around #25476 and #25431Daniel Abbott
2019-01-27Bullet: Enable BT_DEBUG on debug buildsRémi Verschelde
Fixes #25301.
2018-09-28SCons: Build thirdparty code in own env, disable warningsRémi Verschelde
Also remove unnecessary `Export('env')` in other SCsubs, Export should only be used when exporting *new* objects.
2018-09-10Fix indentation in bullet SCsubPoommetee Ketson
2018-09-07Update bullet to Master 12409f1118a7c7a266f9071350c70789dfe73bb9Andrea Catania
2018-01-13SCons: Allow unbundling bullet on Linux (only 2.87+)Rémi Verschelde
2018-01-13bullet: Streamline bundling, remove extraneous src/ folderRémi Verschelde
Document version and how to extract sources in thirdparty/README.md. Drop unnecessary CMake and Premake files. Simplify SCsub, drop unused one.
2017-12-13Scons: Build modules in seperate env.Andreas Haas
2017-11-04Bullet physics engine implementationAndreaCatania
This is a bullet wrapper that allows Godot to use Bullet physics and benefit about all features. Also it support all specific Godot physics functionality like multi shape body, areas, RayShape, etc.. It improve the Joints, Trimesh shape, and add support to soft body even if Godot is not yet ready to it.