Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:
- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.
- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.
- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.
- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.
- The cursor doesn't yet support fractional scaling.
- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).
- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.
This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.
Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
This makes it much faster to get started with Direct3D 12 builds,
as you only need to run `python .\misc\scripts\install_d3d12_sdk_windows.py`
then run `scons d3d12=yes`.
This installs DirectX Shader Compiler, Mesa NIR, WinPixEventRuntime
and DirectX 12 Agility SDK.
- Define a default path that uses the locations from the script.
- Now the default path is in "%LOCALAPPDATA%\Godot\build_deps\"
- Updated CI to use this new python script.
Co-Authored-By: Hugo Locurcio <hugo.locurcio@hugo.pro>
This change introduces a new EditorThemeManager class
to abstract theme generatio and its subroutines.
Logic related to EditorTheme, EditorColorMap, and editor
icons has been extracted into their respective files with
includes cleaned up.
All related files have been moved to a separate folder to
better scope them in the project. This includes relevant
generated files as well.
We very often end up asking users to test different versions to pinpoint if it's
a regression, or need to test ourselves. Let's ask explicitly upfront.
Due to #82865, newer versions can't be used for dlink-enabled Web builds.
This isn't a problem for CI which doesn't use dlink, but it's clearer for
users if our CI version matches the one we use for official builds.
- Reformat logo license as a plain text file.
- Fix outdated links or references to SFC or Visual Script.
- Tweak contents of `CONTRIBUTING.md` to highlight contributor docs more
prominently, and make it easier to parse.
- Tweak formatting and contents in `thirdparty/README.md` for consistency.
This used to be ignored as we ran the X11 version with Vulkan software renderer and xvfb-run, which could crash at the time. Now that we have headless mode, this is not a problem anymore.
This means that any PR which breaks the extension API should
handle it properly, that is:
- Add compatibility methods to ensure that existing function hashes work
- Document the changes in the relevant misc/extension_api_validation/ file
Useful for custom forks of Godot which don't want to run our CI for any
reason.
This is configured in `settings/variables/actions` for the repository,
setting it to any value aside from an empty string will skip all jobs.
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.
Additionally:
* for custom builds, add commit hash
* added a tooltip to help mitigate potential/understandable confusion whether the single-line output might be a bug
* prettify driver name
plus minor static-related fixes
* linuxbsd: get_systemd_os_release_info_value() -> static breaks usage if used multiple times
* windows/linuxbsd: get_video_adapter_driver_info() writes info into static
* linuxbsd: get_distribution_name() + get_version() -> write bsd fallback into static variable
* windows/uwp/android: remove unnecessary use of static