Age | Commit message (Collapse) | Author |
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Regenerate Windows icon on export to ensure correct icon size order.
Add support for using PNG/WebP/SVG files as an icon for Windows exports.
Allow using WebP/SVG files as icon for macOS exports.
Add option to select generated icons interpolation, and set default interpolation to Lanczos.
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Add export options to set Settings and Notification icons on export.
Automatically fill background of the app store icon instead of failing (with warning).
Update development region to use `en` instead of `English`.
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Add ProMotion/High Refresh Rate Support to iOS Exports
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Fix build with Vulkan disabled and no Vulkan headers installed.
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Unify usage of GLOBAL/EDITOR_GET
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Make creating window do not flicker when specify custom position
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This provides parity with the `InputEventMouseButton` allowing for proper conversion between the two events.
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Add iOS UI Options
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Implements https://github.com/godotengine/godot-proposals/issues/3371.
New `target` presets
====================
The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:
- `editor`: Replaces `tools=yes target=release_debug`.
* Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
* Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
* Defines: `-O3`/`/O2`
New `dev_build` option
======================
The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:
- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
enables generating debug symbols, does not define `NDEBUG` so `assert()`
works in thirdparty libraries, adds a `.dev` suffix to the binary name.
Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.
Changed binary names
====================
The name of generated binaries and object files are changed too, to follow
this format:
`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`
For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`
Be sure to update your links/scripts/IDE config accordingly.
More flexible `optimize` and `debug_symbols` options
====================================================
The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:
`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
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Fix file names for {Static,Lightmap}RaycasterEmbree.
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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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- `-fomit-frame-pointer` is included automatically by both GCC and
Clang in `-O1` and above.
- `-ftree-vectorize` is included automatically by GCC in `-O2` and
beyond, and seems always enabled by Clang.
Closes #66296. See that issue for a detailed investigation.
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Refactor handling of `production` flag and per-platform LTO defaults
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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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Fixup to #63288.
See #65583 for the bug report.
Co-authored-by: Cyberrebell <chainsaw75@web.de>
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supports: LinuxBSD, Windows, macOS, iOS, Android, UWP
Co-authored-by: bruvzg
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Adds support for LTO on macOS and Android. We don't have much experience
with LTO on these platforms so for now we keep it disabled by default
even when `production=yes` is set.
Similarly for iOS where we ship object files for the user to link in
Xcode so LTO makes builds extremely slow to link.
`production=yes` defaults to full LTO.
ThinLTO is much faster for LLVM-based compilers but seems to produce
bigger binaries (at least for the Web platform).
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[macOS / iOS Export] Fix generation of duplicate locale property list files.
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This also adds READMEs for all platforms.
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Fully removes the `bits` option and adapts the code that relied on it.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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(4.x) iOS: Force app store icon to be opaque, use proper errors
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The functionality is unavailable on Android (requires export capability) and unnecessarily consumes resources
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up editor includes
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Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind().
Changed all uses of it to Callable.bind()
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