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The previous logic with VERSION_MKSTRING was a bit unwieldy, so there were
several places hardcoding their own variant of the version string, potentially
with bugs (e.g. forgetting the patch number when defined).
The new logic defines:
- VERSION_BRANCH, the main 'major.minor' version (e.g. 3.1)
- VERSION_NUMBER, which can be 'major.minor' or 'major.minor.patch',
depending on whether the latter is defined (e.g. 3.1.4)
- VERSION_FULL_CONFIG, which contains the version status (e.g. stable)
and the module-specific suffix (e.g. mono)
- VERSION_FULL_BUILD, same as above but with build/reference name
(e.g. official, custom_build, mageia, etc.)
Note: Slight change here, as the previous format had the build name
*before* the module-specific suffix; now it's after
- VERSION_FULL_NAME, same as before, so VERSION_FULL_BUILD prefixed
with "Godot v" for readability
Bugs fixed thanks to that:
- Export templates version matching now properly takes VERSION_PATCH
into account by relying on VERSION_FULL_CONFIG.
- ClassDB hash no longer takes the build name into account, but limits
itself to VERSION_FULL_CONFIG (build name is cosmetic, not relevant
for the API hash).
- Docs XML no longer hardcode the VERSION_STATUS, this was annoying.
- Small cleanup in Windows .rc file thanks to new macros.
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That "revision" was inherited from SVN days but had been since then
used to give information about the build: "custom_build", "official",
"<some distro's build>".
It can now be overridden with the BUILD_NAME environment variable.
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Removes the need for _MKSTR all over the place which has the drawback of
converting _MKSTR(UNKNOWN_DEFINE) to "UKNOWN_DEFINE" instead of throwing
a compilation error.
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This reverts commit 85a5290ee8a4c95be19f086181379330baf0deed.
The patch itself is good and it could maybe be readded in the future,
but right now Microsoft forced its Windows 10 "update" on people with older
Intel HD Graphics 3000 IGP without ensuring that they can ship proper drivers,
and such users seem to get Godot crashing due to this patch. Sorry :(
Closes #5452.
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By providing a manifest specifying the targeted Windows versions (as per https://msdn.microsoft.com/en-us/library/windows/desktop/hh404233(v=vs.85).aspx#_______supporting_high_contrast_themes_in_windows_8_and_later) now the Godot editor renders normally under a high contrast theme on Windows, instead of staying white/black.
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1) it didn't print the error to the console, only this:
build_res_file(["platform/windows/godot_res.windows.tools.32.o"], ["platform/windows/godot_res.rc"])
scons: *** [platform/windows/godot_res.windows.tools.32.o] Error 1
I had to print the actual command and run it on a console to see the error. The builder should be able to print the command it's running and the error, like it does with compiler invocations, etc.
2) The actual error was a syntax error on line 11 of godot_res.rc. I looked up "FILEVERSION" and "PRODUCTVERSION" (here https://msdn.microsoft.com/en-us/library/windows/desktop/aa381058(v=vs.85).aspx), it says they take 4 numbers as parameters, so I added those 0s, but I'm not sure if they're in the right order.
@masoudbh3 can you check it out? thanks
It builds on msvc just fine with (and without) these changes.
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Since the engine development is now independent.
Fixes #2836.
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add version_info and icon sections in "export to windows platform".
add version_info and icon to godot exe file (editor & template exe).
fix an problem in image class.
change all default icons to android export icon (a little more rounded).
create an python script for convert file to cpp byte array for use in
'splash.h'.
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