`VERSION_STATUS` is part of what constitutes the reference version for a given
Godot build, and is part of the version check for compatible export templates.
For dev snapshots (alpha, beta, RCs), we usually set the `VERSION_STATUS` to
a specific build number (e.g. `beta2`), but this change doesn't end up
committed to the Git repository as we don't want to keep changing `version.py`
for testing builds.
So this new environment override will be what can be used in official builds
and by users making custom builds for specific snapshots.
* This PR adds the ability to disable classes when building.
* For now it's only possible to do this via command like:
`scons disable_classes=RayCast2D,Area3D`
* Eventually, a proper UI will be implemented to create a build config file to do this at large scale, as well as detect what is used in the project.
Test sources and build parameter were not supplied to the visual studio project. This resulted in a build that was not able to be test using the --test command. Adding build parameter ensures we can test, and supplying the sources ensures we have all files to write new tests and edit existing ones.
The `dev=yes` and `production=yes` options work as aliases to set a number of
options, while still aiming to allow overriding specific options if the user
wishes so. (E.g. `production=yes use_lto=no` should work to enable production
defaults *but* disable LTO.)
That wasn't working as `ARGUMENTS.get()` returns a string and not a boolean as
expected by `BoolVariable`, and this wasn't flagged as a bug... So added a
helper method using SCons' `BoolVariable._text2bool` to do the conversion
manually.
This adds `custom_modules_recursive` which allows to detect and collect
all nested C++ modules which may reside in any directory specified by
`custom_modules` option.
The detection logic is made to be more strict because `SCSub` may be
used for organizing hierarchical builds within a module itself, so the
existence of `register_types.h` and `config.py` is checked as well
(these are all required for a C++ module to be compiled by Godot).
For performance reasons, built-in modules are not checked recursively,
and there's no benefit of doing so in the first place.
It's now possible to specify a directory path pointing to a *single*
module, as it may contain nested modules which are detected recursively.
First, compile the engine normally with:
```
scons custom_modules="path/to/your/modules" vsproj=yes
```
Then run the Visual Studio project. You can now rebuild the engine if
you need to make changes to custom modules directly within IDE.
A new `env.Run` method is added which allows to control the verbosity
of builders output automatically depending on whether the "verbose"
option is set. It also allows to optionally run any SCons commands in a
subprocess using the existing `run_in_subprocess` method, unifying
the interface. `Action` objects wrap all builder functions to include a
short build message associated with any action.
Notably, this removes quite verbose output generated by `make_doc_header`
and `make_editor_icons_action` builders.
Until https://github.com/psf/black/pull/1328 makes it in a stable release,
we have to use the latest from Git.
Apply new style fixes done by latest black.
A new `methods.dump(env)` is added to dump the construction environment
used by SCons to build Godot to a `.scons_env.json`. The file can be used
for debugging purposes and any external tool.
This is still a bit hacky and eventually we should rework the way we handle
optional dependencies (especially with regard to builtin/system libs), but
it's a simple first step.
Fixes#39219.
The insertion order for dictionaries is only a language feature for
Python 3.6/3.7+ implementations, and not prior to that.
This ensures that the engine won't be rebuilt if the order of detected
modules changes in any way, as the `OrderedDict` should guarantee
inerstion order.
The existence of `SCsub` is checked instead. This file is required for
all modules, and prevents the build system to leave modules without
`config.py` undetected, leading to silently ignoring the module during
compilation.
This patch adds ability to include external, user-defined C++ modules
to be compiled as part of Godot via `custom_modules` build option
which can be passed to `scons`.
```
scons platform=x11 tools=yes custom_modules="../project/modules"
```
Features:
- detects all available modules under `custom_modules` directory the
same way as it does for built-in modules (not recursive);
- works with both relative and absolute paths on the filesystem;
- multiple search paths can be specified as a comma-separated list.
Module custom documentation and editor icons collection and generation
process is adapted to work with absolute paths needed by such modules.
Also fixed doctool bug mixing absolute and relative paths respectively.
Implementation details:
- `env.module_list` is a dictionary now, which holds both module name as
key and either a relative or absolute path to a module as a value.
- `methods.detect_modules` is run twice: once for built-in modules, and
second for external modules, all combined later.
- `methods.detect_modules` was not doing what it says on the tin. It is
split into `detect_modules` which collects a list of available modules
and `write_modules` which generates `register_types` sources for each.
- whether a module is built-in or external is distinguished by relative
or absolute paths respectively. `custom_modules` scons converter
ensures that the path is absolute even if relative path is supplied,
including expanding user paths and symbolic links.
- treats the parent directory as if it was Godot's base directory, so
that there's no need to change include paths in cases where custom
modules are included as dependencies in other modules.
Some required changes are made:
- locally imported SCons-specific packages within the method;
- `global` variables converted to `nonlocal` (used in nested functions).
Configured for a max line length of 120 characters.
psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:
- Manually wrapped strings will be reflowed, so by using a line length
of 120 for the sake of preserving readability for our long command
calls, it also means that some manually wrapped strings are back on
the same line and should be manually merged again.
- Code generators using string concatenation extensively look awful,
since black puts each operand on a single line. We need to refactor
these generators to use more pythonic string formatting, for which
many options are available (`%`, `format` or f-strings).
- CI checks and a pre-commit hook will be added to ensure that future
buildsystem changes are well-formatted.
Scons' `Environment.subst()` does that, and was already used in the
other place where we query an env variable (`env["LINK"]` in x11 code).
Fixes `3.2` iOS build after cherry-pick of #36559 (previously it only
ran for GCC code, not iOS's Clang), and the same issue would likely
affect `master` if iOS builds were enabled right now.
We already had `MODULE_*_ENABLED` defines but only in the modules
environment, and a few custom `*_ENABLED` defines in the main env
when we needed the information in core.
Now this is defined in a single header which can be included in the
files that need this information.
Unify pack file version and magic to avoid hardcoded literals.
`version.py` now always includes `patch` even for the first release in
a new stable branch (e.g. 3.2). The public name stays without the patch
number, but `Engine.get_version_info()` already included `patch == 0`,
and we can remove some extra handling of undefined `VERSION_PATCH` this
way.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
The new 'split_libmodules=yes' option is useful to work around linker
command line size limitations when linking a huge number of objects.
We're currently over 64k chars when linking libmodules.a on Windows
with MinGW, which triggers issues as seen in #30892.
Even on Linux, we can also reach linker command line size limitations
by adding more custom modules.
We force this option to True for MinGW on Windows, which fixes#30892.
Additional changes to lib splitting:
- Fix linking of the split module libs with interdependent symbols,
hacking our way into LINKCOM and SHLINKCOM to set the `--start-group`
and `--end-group` flags.
- Fix Python 3 compatibility in `methods.split_lib()`.
- Drop seemingly obsolete condition for 'msys' on 'posix'.
- Drop the unnecessary 'split_drivers' as the drivers lib is no longer
too big since we moved all thirdparty builds to modules.
Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
When checking mingw-w64 version, at least on debian, the regex being used returned 86 because the name of the binary in debian starts with x86_64-w64 so we use the dumpversion option that gcc has. This fixes not compiling because gcc versions < 7 don't have some checks like shadow-local
Also added support for SCons project-absolute paths (starting with #) and
warning about duplicates in add_source_files(), and fixed
default_controller_mappings.gen.cpp being included twice after first build
due to *.cpp globbing.
Part of #30270.
It's the recommended way to set those, and is more portable
(automatically prepends -D for GCC/Clang and /D for MSVC).
We still use CPPFLAGS for some pre-processor flags which are not
defines.