Age | Commit message (Collapse) | Author |
|
|
|
NOTE: This changes the RPC_MODE_* enum values.
Games should be re-exported. GDNative rebuilt.
|
|
The slave keyword will still be available as deprecated in 3.1 but will
be dropped from future releases.
|
|
|
|
Misc. typos
|
|
Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"`
|
|
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
|
|
|
|
|
|
|
|
Implemented profiling functions for NativeScript
|
|
|
|
|
|
Use it to provide a better example for application identifiers
on Android, iOS and macOS, where users thought they *had* to use
this as a magic token.
|
|
|
|
|
|
|
|
- Count and panel per script.
- Ability to disable warnings per script using special comments.
- Ability to disable warnings globally using Project Settings.
- Option to treat enabled warnings as errors.
|
|
- Refactored all builder (make_*) functions into separate Python modules along to the build tree
- Introduced utility function to wrap all invocations on Windows, but does not change it elsewhere
- Introduced stub to use the builders module as a stand alone script and invoke a selected function
There is a problem with file handles related to writing generated content (*.gen.h and *.gen.cpp)
on Windows, which randomly causes a SHARING VIOLATION error to the compiler resulting in flaky
builds. Running all such content generators in a new subprocess instead of directly inside the
build script works around the issue.
Yes, I tried the multiprocessing module. It did not work due to conflict with SCons on cPickle.
Suggested workaround did not fully work either.
Using the run_in_subprocess wrapper on osx and x11 platforms as well for consistency. In case of
running a cross-compilation on Windows they would still be used, but likely it will not happen
in practice. What counts is that the build itself is running on which platform, not the target
platform.
Some generated files are written directly in an SConstruct or SCsub file, before the parallel build starts. They don't need to be written in a subprocess, apparently, so I left them as is.
|
|
|
|
Fix various missing arguments in bindings.
|
|
This commit makes operator[] on Vector const and adds a write proxy to it. From
now on writes to Vectors need to happen through the .write proxy. So for
instance:
Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;
Failing to use the .write proxy will cause a compilation error.
In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.
_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
|
|
Fix possible crash at NativeScript::get_base_script
|
|
|
|
|
|
The line number is hightlighted to indicate that the line contains only
type-safe code.
|
|
|
|
Network bindings for GDNative
|
|
They provide an interface to implement PacketPeer, StreamPeer, and
NetworkedMultiplayerPeer via GDNative.
|
|
|
|
|
|
|
|
This allows to disable modules based on the environment,
in particular `env[tools]` which tells us if we are
building the editor or not.
|
|
RPCMode refactor, more sync modes (2)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
The --no-lto option only works on GCC compilers. This breaks LTO builds
on MacOS and iPhone when building the gdnative wrappers.
-fno-lto works on both brands of compilers.
|
|
Fix NativeScript property list order
|
|
This reverts commit b76ee30917c63211ac9e94a21bebbddf518d169f.
|
|
|
|
|
|
Enhance uri utils
|
|
|
|
|