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This also removes `OS::can_use_threads` from the public API since it's always
true.
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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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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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- 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.
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- "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.
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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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[Net] Rename "ssl" references to "tls" in methods and members.
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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.
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Rename JavaScript singleton to JavaScriptBridge
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SSL has been deprectated almost 10 years ago.
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[Web] Require threads, rtti, allow optimize=speed.
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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).
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Also rename export name from "HTML5" to "Web".
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