This ensures that the godot-cpp job has plenty of resources
to run its build and avoid being affected by the main build.
Additionally:
- Extract test tasks into dedicated actions.
- Upload artifacts as early as possible.
- Ensure that we check master cache before random cache.
Removing the Android toolchain saves 14 GiB, which gives us more room
for growth and to avoid running into out-of-space errors in the Linux
sanitizers + debug symbols builds.
Related to #79919, though the caches were just one part of the problem,
the real issue is that our Linux sanitizers builds take 12 GiB, and
adding godot-cpp on top with 2 GiB leaves only a few GiB left for the
cache itself.
It's the slowest build so a speedup from SCU is welcome.
The other purpose of this change is to actually catch global scope
conflicts which would break the SCU build.
SCU builds have drawbacks as they won't fully validate that the
includes are correct, but we should have enough other builds in the CI
build matrix to catch this type of bug.
For PRs, this should give a more accurate list, as the previous method would
diff to the tip of the `master` branch, which could include new commits (and
thus changed files) not present in the PR branch.
codespell's `--skip` option doesn't work at all with folders when used
together with an explicit list of paths to work with, so let's not use it.
This helps to find such classes without digging
through the rest of the class reference.
Editor-only classes can still be found under
your normal "Node" and "Resource" types.
This also fixes a typo and a missed case from the recent platform docs PR.
The checkout might be too shallow so the before commit isn't available.
The logic was already written to take this into account (it then generates
an empty 'changed.txt' which falls back to testing everything), but the
error code would still force terminate the job.
Hopefully we can find a way to make the logic work for merge events too in
the future, but for now this is a quick fix.
- file_format, header_guards and clang-format benefit from this short list.
- dotnet-format, Python and JS checks don't, but they're only relevant for
PRs changing a specific set of files, so we skip them when those files
aren't modified.
The logic to get changed files only works reliably for:
- Pull request events
- Non-force pushed push events
So when force pushing a branch in your fork, or creating a new branch,
it will still scan all files as fallback.
Upgraded CI runner to Ubuntu 22.04 so we get clang-format 14 out of the box,
so we don't need to install a custom version (saves ~15 s). We also cache
the APT dependencies to speed up the build and avoid flaky Ubuntu/Microsoft
repos.
GitHub Actions seems to be hiding colored whitespace, and after lots of
attempts I couldn't find a way to work it around.
So instead I'm using a perl expression to replace trailing spaces with
`·` and tabs with `<TAB>` in the ANSI colored diff output. This ensure
that they're visible, and they are properly colored as expected too.
The default environment already includes everything we need to build
all our configurations.
Remove custom SwiftShader setup as lavapipe should now be good enough,
but we need to install the latest one.
- Unify keycode values (secondary label printed on a key), remove unused hardcoded Latin-1 codes.
- Unify IME behaviour, add inline composition string display on Windows and X11.
- Add key_label (localized label printed on a key) value to the key events, and allow mapping actions to the unshifted Unicode events.
- Add support for physical keyboard (Bluetooth or Sidecar) handling on iOS.
- Add support for media key handling on macOS.
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Follow-up to https://github.com/godotengine/godot-cpp/pull/960.
Fix exit code for --dump-extension-api and --dump-gdextension-interface.
Removed the planned API validation step as we still didn't implement
anything, and maintaining a stub isn't useful.
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
This adds support for building solutions with dev_mode and/or float=64 enabled.
Additionally, it adds solution generation to the Windows CI to catch future regressions.
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.
Use isutf8 instead of recode to detect invalid UTF-8 sequences.
Also add the necessary dependencies to run the static checks locally
using act (https://github.com/nektos/act) with the Medium size image.
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).
actions/cache@v3
actions/checkout@v3
actions/upload-artifact@v3
actions/setup-dotnet@v2
actions/setup-java@v3
actions/setup-python@v4
mymindstorm/setup-emsdk@v11
Also reset cache keys as we're going to cleanup all caches.
A second build is no longer needed. It was resulting in a null build
that still took more than 1 minute of CI time.
Also removed other usages of `mono_glue=no` and `mono_static=yes`,
as these options no longer exist.
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
The new option is `linker` and lets the user specify the argument to
the`-fuse_ld=` linker flag directly. The supported options are:
- `default`: No change, typically uses GNU ld (bfd) unless the user or
distro picked a different default `/usr/bin/ld`.
- `bfd`: GNU ld from binutils
- `gold`: GNU gold from binutils
- `lld`: lld from LLVM
- `mold`: mold, an extremely fast modern linker, not (yet) intended for
use in production but great for development speed. Provided by distro
`mold` package or needs to be compiled from source and installed to
`/usr` otherwise.
Removes the `use_lld=yes` option, and make lld actually usable with GCC
too.
Not all the above are compatible or recommend for LTO, we recommend
using GNU ld with GCC LTO, or lld with LLVM ThinLTO.
This doesn't change the behavior when `--jobs`/`-j` is specified as a
command-line argument or in `SCONSFLAGS`.
The SCons hack used to know if `num_jobs` was set by the user is derived
from the MongoDB setup.
We use `os.cpu_count()` for portability (available since Python 3.4).
With 4 CPUs or less, we use the max. With more than 4 we use max - 1 to
preserve some bandwidth for the user's other programs.
This is automatically enabled on all platforms including
Windows 10 and later, whenever a TTY environment is detected.
In non-TTY environments such as CI, this can be forced using the
`--color` command line argument.
Type emit_signal exposed method return type
set UndoRedo add_do_method and add_undo_method exposed return void
Set TreeItem::_call_recursive_bind returns void
Set _rpc_bind and _rpc_id_bind returns void in Node
Set _call_group and _call_group_flags method returns void in SceneTree
Set godot-cpp-test CI flag to false
PhysicsServer3DExtension inherits from PhysicsServer3D which is a
singleton class, since singleton classes are generated as static in C#
it would generate invalid C# so for now we'll be
ignoring PhysicsServer3DExtension.
* Allows creating a GDExtension based 3D Physics Server (for Bullet, PhysX, etc. support)
* Some changes on native struct binding for PhysicsServer
This allows a 3D Physics server created entirely from GDExtension. Once it works, the idea is to port the 2D one to it.
* Previous "virtual" classes (which can't be instantiated) are not corretly named "abstract".
* Added a new "virtual" category for classes, they can't be instantiated from the editor, but can be inherited from script and extensions.
* Converted a large amount of classes from "abstract" to "virtual" where it makes sense.
Most classes that make sense have been converted. Missing:
* Physics servers
* VideoStream
* Script* classes.
which will go in a separate PR due to the complexity involved.
This removes the dependency on shared libmonosgen installed locally
and makes the artifacts usable as standalone for testing without
needing a full Mono install.
This makes it easier to spot syntax errors when editing the
class reference. The schema is referenced locally so validation
can still work offline.
Each class XML's schema conformance is also checked on GitHub Actions.
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.