Age | Commit message (Collapse) | Author |
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- 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.
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* GetNodeOrNull<T>
* GetChild<T>
* GetChildOrNull<T>
* GetOwner<T>
* GetOwnerOrNull<T>
* GetParent<T>
* GetParentOrNull<T>
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[Core] [Mono] Fix Color missing int export methods, added 64-bit
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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.
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[Mono] Fix Color incorrect ordering of int export methods, added 64-bit long export methods.
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Makes Mono binding classes partial & adds GetNode<T>.
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Mono: Add Dictionary and Array classes
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Fixes #20053.
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[Mono] Improvements to GD.cs: PascalCasing and real_t
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[Mono] Update about/warning text
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[Mono] Improvements to GD.cs: PascalCasing and real_t
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I've removed the section about being unable to export games using C# - as you are now able to do this, as long as the export templates are installed. Also, I've made a few minor grammar tweaks.
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The line number is hightlighted to indicate that the line contains only
type-safe code.
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Fix bug where Basis.Transposed() incorrectly updated local basis, and
returned an unmodified copy. This also fixes Transform.Inverse().
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Make C# bindings generator ignore disabled classes
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On macOS, it is common to install packages like Mono through the third-party
package-manager Homebrew. This commit simply adds an additional path to
where Homebrew installs the Mono framework.
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[Mono] Rename Fposmod to PosMod, fix output
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Mono: Fixes annotated signal loading in exported binaries
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[C#] Lerp now consistent with Godot API. InverseLerp fixed.
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Mono: Pending exceptions and cleanup
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Small changes to the comments in the script templates
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[Mono] Rename Fposmod to PosMod
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Mono: Module build improvements
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- Add (Csc/Vbc/Fsc)ToolExe environment variables when running Mono's MSBuild.
- Fix directory for the 'mono_assemblies_output_dir' argument being created with the '#' top level directory token as part of its name.
- Allow to build with 'mono_static=yes' on Unix without specifying a mono prefix. The build script will try to find the mono prefix using the output from pkg-config.
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Mono fixes and improvements
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- Add option to print MSBuild's stdout and stderr instead of redirecting it. This can be enabled by setting the environment variable: Godot_DEBUG_MSBUILD=1
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Fixes ObjectDB leak printout with mono.
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This allows to disable modules based on the environment,
in particular `env[tools]` which tells us if we are
building the editor or not.
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