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2022-10-07Change auto to default in cursor css settings.Jason Knight
2022-10-05Merge pull request #64886 from Calinou/web-editor-add-local-web-server-2Rémi Verschelde
Replace local web server setup for web editor with a Python-based solution
2022-10-04Replace local web server setup for web editor with a Python-based solutionHugo Locurcio
This makes it easier to set up, as you always have Python installed when building Godot. On the other hand, you don't always have Node.js + npm installed (and you may not want to spend time running `npm install`). Co-authored-by: Fabio Alessandrelli <fabio.alessandrelli@gmail.com>
2022-10-03Rename `Engine.target_fps` and associated project setting to `max_fps`Hugo Locurcio
This makes the setting easier to find, as research has found there are numerous use cases to limiting FPS. This also improves documentation related to the Engine property and project setting. The project setting also works in projects exported in release mode, so its location in the `debug/` section was misleading.
2022-10-03Remove NO_THREADS fallback code, Godot 4 requires thread supportRémi Verschelde
This also removes `OS::can_use_threads` from the public API since it's always true.
2022-09-30ci: add Python static analysis check via mypyJiri Suchan
2022-09-26SCons: Unify tools/target build type configurationRémi Verschelde
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.
2022-09-20Merge pull request #65745 from akien-mga/scons-production-lto-earlierRémi Verschelde
Refactor handling of `production` flag and per-platform LTO defaults
2022-09-20Merge pull request #65541 from clayjohn/renderer-settingRémi Verschelde
Split rendering driver project setting into renderer_name and rendering_driver
2022-09-19Split rendering driver project setting into renderer_name and ↵clayjohn
rendering_driver. To differentiate between a driver (e.g. Vulkan or D3D12) and a renderer (e.g. clustered or mobile renderer).
2022-09-19SCons: Refactor handling of `production` flag and per-platform LTO defaultsRémi Verschelde
Fixup to #63288. See #65583 for the bug report. Co-authored-by: Cyberrebell <chainsaw75@web.de>
2022-09-17[Web] Add feature detection helpers to JS Engine class.Fabio Alessandrelli
2022-09-13Disable menus and functionality that are not relevant on the Android Editor portFredia Huya-Kouadio
2022-09-12Fix some errors affecting the Web editorRémi Verschelde
- Don't warn about minimized/maximized modes not being available. - Blender and FBX export both depend on running thirdparty applications, which can't be done (easily at least) for Web and Android editors. - Editor theme complained about not being able to retrieve texture data for an icon. It was only used once so instead of flipping at runtime, let's just add a flipped icon. Part of #65702.
2022-09-11[Web] Small fixes and enhancements.Fabio Alessandrelli
- "Definitive" fix for ENOENT randomly disappearing from emscripten. - Proper shutdown when setup fails. - Re-enable WebGL explicit buffer swap. - Re-enable optional per-pixel transparency. - Add type cast to make closure compiler happy. - Remove emscripten Safari WebGL workaround. - Improve AudioWorklet cleanup.
2022-09-08SCons: Refactor LTO options with `lto=<none|thin|full>`Rémi Verschelde
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).
2022-09-08Merge pull request #65460 from Faless/net/4.x_ssl_to_tls_moreRémi Verschelde
[Net] Rename "ssl" references to "tls" in methods and members.
2022-09-08[Net] Rename "ssl" references to "tls" in methods and members.Fabio Alessandrelli
2022-09-07[Web] Enable Web exporter in non-dev mode.Fabio Alessandrelli
We now have a working OpenGL3/WebGL2 renderer, but extra work is needed in project manager and editor to simplify the creation of OpenGL3 projects.
2022-09-07Merge pull request #65239 from Geequlim/js2webFabio Alessandrelli
Rename JavaScript singleton to JavaScriptBridge
2022-09-07[Net] Rename StreamPeerSSL to StreamPeerTLS.Fabio Alessandrelli
SSL has been deprectated almost 10 years ago.
2022-09-02Rename JavaScript singleton to JavaScriptBridgeGeequlim
2022-08-30Merge pull request #65094 from Faless/web/4.x_templates_refactorRémi Verschelde
[Web] Require threads, rtti, allow optimize=speed.
2022-08-30[Web] Require threads, rtti, allow optimize=speed.Fabio Alessandrelli
Update export names (web[_dlink]_[release|debug].zip). The Build with dynamic linking is broken due to high number of imports in output wasm (likely emscripten regression issue 15487).
2022-08-29Rename String `plus_file` to `path_join`Aaron Franke
2022-08-29[Web] Rename JavaScript platform to Web.Fabio Alessandrelli
Also rename export name from "HTML5" to "Web".