2015-11-08 22:53:58 +00:00
|
|
|
#include "core/version.h"
|
Refactor version macros and fix related bugs
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.
2018-02-23 18:48:49 +00:00
|
|
|
|
2015-11-08 22:53:58 +00:00
|
|
|
GODOT_ICON ICON platform/windows/godot.ico
|
|
|
|
|
|
|
|
1 VERSIONINFO
|
2024-01-24 20:08:15 +00:00
|
|
|
FILEVERSION VERSION_MAJOR,VERSION_MINOR,VERSION_PATCH,0
|
|
|
|
PRODUCTVERSION VERSION_MAJOR,VERSION_MINOR,VERSION_PATCH,0
|
|
|
|
FILEOS 4
|
|
|
|
FILETYPE 1
|
2015-11-08 22:53:58 +00:00
|
|
|
BEGIN
|
|
|
|
BLOCK "StringFileInfo"
|
|
|
|
BEGIN
|
|
|
|
BLOCK "040904b0"
|
|
|
|
BEGIN
|
2015-11-27 17:47:30 +00:00
|
|
|
VALUE "CompanyName", "Godot Engine"
|
2019-06-11 13:22:03 +00:00
|
|
|
VALUE "FileDescription", VERSION_NAME
|
Refactor version macros and fix related bugs
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.
2018-02-23 18:48:49 +00:00
|
|
|
VALUE "FileVersion", VERSION_NUMBER
|
2017-11-19 20:18:01 +00:00
|
|
|
VALUE "ProductName", VERSION_NAME
|
2015-11-08 22:53:58 +00:00
|
|
|
VALUE "Licence", "MIT"
|
2024-01-24 20:08:15 +00:00
|
|
|
VALUE "LegalCopyright", "(c) 2007-present Juan Linietsky, Ariel Manzur and Godot Engine contributors"
|
2017-11-19 20:18:01 +00:00
|
|
|
VALUE "Info", "https://godotengine.org"
|
Refactor version macros and fix related bugs
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.
2018-02-23 18:48:49 +00:00
|
|
|
VALUE "ProductVersion", VERSION_FULL_BUILD
|
2015-11-08 22:53:58 +00:00
|
|
|
END
|
|
|
|
END
|
|
|
|
BLOCK "VarFileInfo"
|
|
|
|
BEGIN
|
|
|
|
VALUE "Translation", 0x409, 1200
|
|
|
|
END
|
2015-12-20 14:50:16 +00:00
|
|
|
END
|