Commit Graph

239 Commits

Author SHA1 Message Date
Yuri Sizov 6884be6b17 Bump version to 4.1.2-rc 2023-07-17 15:36:23 +02:00
Rémi Verschelde 529a55bab2
Bump version to 4.1.1-rc 2023-07-05 22:14:15 +02:00
MewPurPur a8412c12da Standardize and Optimize blue robot SVG
Co-authored-by: Andre Vallestero <39736205+AndreVallestero@users.noreply.github.com>
2023-06-12 18:12:40 +02:00
Fredia Huya-Kouadio 831b4a5366 Improve startup benchmarking
Move the benchmarking measuring methods from `Engine` to `OS` to allow for platform specific overrides (e.g: can be used to hook into platform specific benchmarking and tracing capabilities).
2023-05-23 13:22:35 -07:00
bruvzg 0088981c40
[Export] Add readable descriptions and validation warnings to the export options. 2023-04-19 08:35:59 +03:00
Paragoumba 1ba14e838a
Fix xml namespace in org.godotengine.Godot.xml 2023-03-31 14:28:36 +02:00
Rémi Verschelde 1c1524a651
Bump version to 4.1-dev
Can't stop, won't stop, they said, huh?
2023-03-01 01:44:37 +01:00
Rémi Verschelde 92bee43adb
Bump version to 4.0-stable \o/
4 years of development.
12,000 merged pull requests.
7,000 fixed issues.
1,500 individual contributors across engine and docs.

The Godot 4.0 release is by all metrics our biggest release so far.
No stone has been left unturned, all parts of the engine have been
modernized, refactored, overhauled, rewritten, redesigned.

Our work is far from done. Many areas still have significant known issues,
and will require focused work from all willing contributors to fix blocking
bugs, implement missing features, optimize for performance or compatibility,
and improve the user experience.

But Godot 4.0 marks the start of the new, modern Godot Engine, and a solid
foundation for us all to build upon. Future 4.x releases will come with a
much faster cadence, enabling us to iterate quickly on new features and
improvements to what we already provide.

To all of you who were involved in making Godot 4.0 what it is today, however
big or small your contributions were:

THANK YOU!

This was a massive undertaking, and you all participated in unique and
wonderful ways to build a free and open source game engine for everyone to
use and enjoy. You are breathtaking! <3
2023-03-01 01:38:07 +01:00
bruvzg e1d3e18322
[iOS] Fix Xcode project file list. 2023-02-22 13:37:41 +02:00
Ben Rog-Wilhelm 37d68929e8
Fix .gitignore ignores part of the committed repo. 2023-02-17 13:48:16 +01:00
bruvzg 8a360bc9a3
[iOS] Move name and version information to the Xcode project. 2023-01-10 08:56:45 +02:00
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
Gilles Roudière be1c9d677d Rename all gdnative occurences to gdextension
Non-exhaustive list of case-sensitive renames:

GDExtension -> GDNative
GDNATIVE -> GDEXTENSION
gdextension -> gdnative
ExtensionExtension ->Extension (for where there was GDNativeExtension)
EXTENSION_EXTENSION ->EXTENSION (for where there was GDNATIVE_EXTENSION)
gdnlib -> gdextension
gdn_interface -> gde_interface
gdni -> gde_interface
2022-12-12 11:04:57 +01:00
Hugo Locurcio e6d8357685
Improve command line help to fit on narrower displays
- Update shell completions to reference recently added CLI arguments.
2022-12-04 19:36:28 +01:00
Rémi Verschelde b7667e6a47
Merge pull request #69110 from bruvzg/con_icon2
[Windows] Optimize editor icon, use different icon for console executable.
2022-11-29 10:26:47 +01:00
bruvzg 42c2c02acf [Windows] Optimize editor icon, use different icon for console executable. 2022-11-29 09:39:03 +02:00
Rémi Verschelde 23f3adb7a0
Merge pull request #67815 from Calinou/html5-improve-feature-errors
Improve feature errors in HTML5 for easier understanding
2022-11-28 08:40:39 +01:00
bruvzg 7467067d23
[iOS] iOS export improvements.
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`.
2022-11-17 12:06:15 +02:00
Hugo Locurcio 6b0f7e9da9
Rename `--export` command line argument to `--export-release`
This makes the action of exporting to release mode more explicit.
2022-11-02 19:42:46 +01:00
Zach Coleman 601c42be66 Add ProMotion Support to iOS Exports 2022-10-31 09:33:39 -04:00
Rémi Verschelde 6946bc56ef
Merge pull request #67309 from groud/implement_gdnative_interface_h_dump
Implement a way to dump the gdnative_interface.h file from the executable
2022-10-31 11:54:38 +01:00
Hugo Locurcio 8fcd54d13e
Improve feature errors in HTML5 for easier understanding 2022-10-23 19:13:42 +02:00
Gilles Roudière 55010a2d9f Implement a way to dump the gdnative_interface.h file from the executable 2022-10-13 10:03:30 +02:00
Fabio Alessandrelli 9a653ebeac [Web] Add auto-formatting to HTML files.
Uses html-eslint for HTML file and eslint-plugin-html for inline
JavaScript.

Use HTML5 (not XHTML), remove CDATA and trailing slashes for self
closing tags.

Add format checks to CI.
2022-10-11 19:42:12 +02:00
Rémi Verschelde 39facb35a0 SCons: Unify tools/target build type configuration
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.
2022-09-26 16:31:46 +02:00
Rémi Verschelde 26e9145c26 SCons: Cleanup `DEBUG`, `_DEBUG` and `NDEBUG` defines
- `_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.
2022-09-23 15:21:26 +02:00
Rémi Verschelde 7da532275b Merge pull request #65541 from clayjohn/renderer-setting
Split rendering driver project setting into renderer_name and rendering_driver
2022-09-20 09:43:59 +02:00
clayjohn 4a1c7de57c Split rendering driver project setting into renderer_name and rendering_driver. To differentiate between a driver (e.g. Vulkan or D3D12) and a renderer (e.g. clustered or mobile renderer). 2022-09-19 10:26:10 -07:00
Fabio Alessandrelli 51484028fd [Web] Add missing features warning in editor and export shell. 2022-09-17 11:33:53 +02:00
Sergey Minakov c99e8aeac3 [iOS] Extend iOS plugins to support Swift runtime 2022-08-09 20:20:54 +03:00
bruvzg 8823eae328
Rename OSX to macOS and iPhoneOS to iOS. 2022-07-21 09:37:52 +03:00
Rafał Mikrut 24f45bd533 Add Godot 3.x -> Godot 4.x project converter 2022-06-15 10:11:17 +02:00
Hugo Locurcio cd99ea5882
Rename `--vk-layers` command line argument to `--gpu-validation`
The new name is independent of the graphics API in use.
This prepares Godot for implementations of graphics APIs other than Vulkan.
2022-05-16 22:29:26 +02:00
Rémi Verschelde e3a9a03a8d
Merge pull request #57006 from Calinou/web-editor-no-threads-modal 2022-05-16 15:54:20 +02:00
Emmanouil Papadeas ab444469f0 Add Greek translation for Linux desktop file
Follow-up to #60777 and #60800.
2022-05-06 19:16:45 +03:00
Hugo Locurcio 2212afd794
Add French translation for Linux desktop file 2022-05-05 19:29:46 +02:00
Haoyu Qiu 31394aced3 Add Simplified Chinese translation for Linux desktop file 2022-05-05 14:02:51 +08:00
Rémi Verschelde 2b8b051838
Merge pull request #47526 from backwardspy/master
set StartupWMClass in linux `.desktop` file
2022-03-18 07:38:34 +01:00
Rémi Verschelde fb28025785
Merge pull request #59153 from Calinou/debug-stringnames-improve
Improve `--debug-stringnames` to be more useful
2022-03-15 20:26:18 +01:00
Hugo Locurcio 38995961df
Improve `--debug-stringnames` to be more useful
- Print all StringNames, not just the top 100.
- Print statistics at the end of the list of StringNames,
  with unreferenced and rarely referenced StringNames.
- List the CLI argument in `--help` and shell completion.
2022-03-15 18:54:51 +01:00
Hugo Locurcio eae16f73a6
Make `-q` CLI argument toggle quiet stdout instead of quitting
`-q` is a common toggle in a command line applications for quiet mode
(see apt or dnf for examples). In contrast, `--quit` isn't needed
as often.
2022-03-13 23:55:01 +01:00
Hugo Locurcio f4a0573379
Tweak the display order of CLI arguments in `--help` for consistency
`--profile-gpu` was renamed to `--gpu-profile` for consistency with
`--gpu-abort`.

This also updates the shell completion files to the latest `master`
branch.
2022-03-13 20:36:52 +01:00
Rémi Verschelde 952b71a425
Merge pull request #58751 from bruvzg/loc_str_props 2022-03-11 10:45:02 +01:00
Rémi Verschelde 9b05f29894 Remove unused GDNative code
This has been superseded by GDExtension so this code is no longer useful
nor usable.

There's still some GDNative-related stuff in platform export code which
needs to be adapted for GDExtension (e.g. to include GDExtension libraries
in exports).
2022-03-09 13:59:03 +01:00
bruvzg 12cb6386f6
Improve app name and system permission message localization.
Add localizable string (Dictionary<Lang Code, String>) property editor and property hint.
Add localized "app name" property to the project settings.
Add localized permission and copyright properties to the macOS and iOS export settings.
Remove some duplicated ("app name") and deprecated ("info") macOS and iOS export properties.
2022-03-04 18:11:31 +02:00
bruvzg 5fdea69276
[macOS and iOS export] Add localized application name to the translation .plist files. 2022-03-04 09:27:44 +02:00
bruvzg 1aa6a95081
[macOS] Add missing translation file. 2022-02-12 10:25:53 +02:00
Fabio Alessandrelli d05f0f15f3
Merge pull request #57005 from Calinou/web-editor-tweak-logo-max-width
Tweak logo max width on the web editor
2022-02-12 02:54:06 +01:00
Fabio Alessandrelli 9c3cbc9edc
Merge pull request #56966 from Calinou/web-editor-allow-any-orientation
Allow using the web editor on any device orientation
2022-02-12 02:43:52 +01:00
Hugo Locurcio 74fc4410f4
Remove support for ARMv7 (32-bit) on iOS
All iOS devices since the iPhone 5S support ARMv8 (64-bit).

The last iOS version supported on ARMv7 devices is 10.x, which is
too old to run Godot 4.0 projects since the minimum supported
iOS version is 11.0.
2022-02-08 22:11:29 +01:00