Commit graph

507 commits

Author SHA1 Message Date
Rémi Verschelde
6b1e50ba97
Merge pull request #88025 from shana/fix-incremental-builds
SCons: Fix incremental builds breaking when querying the dependency tree from a SCsub
2024-02-07 11:05:36 +01:00
Andreia Gaita
0b43b0124f Use an absolute path for SConsignFile so all Sconscript invocations share the same database
SConscript("some SCsub path") calls create a new context where a relative path
to the .sconsign file is interpreted as being next to the currently executing
SCsub, and not the one at the root. This breaks incremental build detection
because scons can't find the build information of dependent files outside of the
SCsub directory and just rebuilds everything every time.
2024-02-06 19:52:30 +01:00
Andreia Gaita
7638a6c981 Add new VS proj generation logic that supports any platform that wants to opt in
Custom Visual Studio project generation logic that supports any platform that has a msvs.py
script, so Visual Studio can be used to run scons for any platform, with the right defines per target.

Invoked with `scons vsproj=yes`

To generate build configuration files for all platforms+targets+arch combinations, users should call

```
scons vsproj=yes platform=XXX target=YYY [other build flags]
```

for each combination of platform+target[+arch]. This will generate the relevant vs project files but
skip the build process, so that project files can be quickly generated without waiting for a command line
build. This lets project files be quickly generated even if there are build errors.

All possible combinations of platform+target are created in the solution file by default, but they
won't do anything until each one is set up with a scons vsproj=yes command for the respective platform
in the appropriate command line. This lets users only generate the combinations they need, and VS
won't have to parse settings for other combos.

Only platforms that opt in to vs proj generation by having a msvs.py file in the platform folder are included.
Platforms with a msvs.py file will be added to the solution, but only the current active platform+target+arch
will have a build configuration generated, because we only know what the right defines/includes/flags/etc are
on the active build target currently being processed by scons.

Platforms that don't support an editor target will have a dummy editor target that won't do anything on build,
but will have the files and configuration for the windows editor target.

To generate AND build from the command line, run

```
scons vsproj=yes vsproj_gen_only=no
```
2024-01-31 16:42:42 +01:00
Adam Scott
bd70b8e1f6
Add THREADS_ENABLED macro in order to compile Godot to run on the main thread 2024-01-17 13:58:29 -05:00
Yuri Sizov
718598e470 Merge pull request #84979 from Calinou/scons-web-platform-alias
Alias `platform=javascript` SCons option to `platform=web`
2023-12-20 15:07:40 +01:00
George Marques
ed52ac9b5d
Add option in SCons to copy environment variables
This allows custom environment variables to be used during the build,
which is useful when using alternative compilation tools such as caches
and distributed build systems.
2023-12-15 10:59:26 -03:00
Rémi Verschelde
2966db7d76
Merge pull request #84440 from Calinou/scons-android-add-generate-apk-option
Add `generate_apk=yes` to generate an APK after building
2023-12-13 10:31:32 +01:00
Hugo Locurcio
18152ac3a1
Add generate_apk=yes to generate an APK after building
This is useful to speed up iteration when working on the engine
(or editor).

This can be combined with a script that calls `adb` to deploy the APK
on a device (coupled with Godot's `--export-*` for projects)
to further speed up iteration.
2023-12-13 00:27:57 +01:00
Pedro J. Estébanez
2f47c57385 Add Direct3D 12 RenderingDevice implementation 2023-12-12 19:10:04 +01:00
Hugo Locurcio
0185835988
Alias platform=javascript SCons option to platform=web
This makes build scripts backward-compatible, as was already done
for other platforms that were renamed in 4.0.
2023-11-16 17:53:03 +01:00
Rémi Verschelde
495245ed89
SCons: Reduce and cleanup verbose output for SCU builds
Verbose output is meant for debugging the SCU mode itself and can be
triggered by changing the `_verbose` bool manually.

Prefix all prints with "SCU:" for context, and print the processed
folders all at once instead of when adding the sources.
2023-10-26 15:13:48 +02:00
Rémi Verschelde
3bfcbe7946
SCons: Use CXXFLAGS to disable exceptions, it's only for C++
Following discussion in https://github.com/godotengine/godot-cpp/pull/1216.
2023-10-19 16:28:07 +02:00
Mai Lavelle
a1e5ab6644 Add object_prefix scons option
Add `object_prefix` as an scons option to add a custom prefix to
all generated object files, via the `OBJPREFIX` and `SHOBJPREFIX`
environment variables.

This is useful for instance to hide object files on unix-like
systems and make the source directories less cluttered by
setting `object_prefix = '.'` in `custom.py`.
2023-10-05 14:49:14 -04:00
Rémi Verschelde
090a5b028b
Merge pull request #82638 from Repiteo/check_c_headers-to-dictionary
`check_c_headers` from tuple array to dictionary
2023-10-03 17:26:16 +02:00
Thaddeus Crews
e9b2af91cf
check_c_headers from tuple array to dictionary 2023-10-01 14:09:39 -05:00
Ithamar R. Adema
36ff0591f2 Add build option for MP1/MP2 audio format support.
Enabling this adds 3.5k to the template size (Win/64bits).

Co-authored-by: Riteo <riteo@posteo.net>
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2023-09-30 21:46:59 +02:00
smix8
0ee7e3102b Add 2D navigation mesh baking
Adds 2D navigation mesh baking.
2023-09-25 19:48:14 +02:00
bruvzg
1887a9df19
[macOS/Windows] Add optional ANGLE backed OpenGL renderer support. Add EGL_ANDROID_blob_cache caching.
Co-authored-by: Riteo <riteo@posteo.net>
2023-09-21 14:21:00 +03:00
Valery Zhuk
6158578087 fix build options configuration for Visual Studio projects 2023-09-02 19:29:05 +03:00
Rémi Verschelde
30bdb23f03
SCons: Enable /WX on LINKFLAGS for MSVC with werror=yes 2023-08-17 15:51:54 +02:00
Rémi Verschelde
3907e53ff6
SCons: Disable C++ exception handling
Upon investigating the extremely slow MSVC build times in #80513, I noticed
that while Godot policy is to never use exceptions, we weren't enforcing it
with compiler flags, and thus still included exception handling code and
stack unwinding.

This is wasteful on multiple aspects:

- Binary size: Around 20% binary size reduction with exceptions disabled
  for both MSVC and GCC binaries.
- Compile time:
  * More than 50% build time reduction with MSVC.
  * 10% to 25% build time reduction with GCC + LTO.
- Performance: Possibly, needs to be benchmarked.

Since users may want to re-enable exceptions in their own thirdparty code
or the libraries they compile with Godot, this behavior can be toggled with
the `disable_exceptions` SCons option, which defaults to true.
2023-08-16 10:23:34 +02:00
Rémi Verschelde
2757c2a495
Merge pull request #78959 from lawnjelly/scu_limit
SCons : Add "scu_limit" argument
2023-08-08 16:56:21 +02:00
Yuri Sizov
661c3954a6 Merge pull request #73443 from akien-mga/unbundle-openxr
Allow unbundling OpenXR (for Linux distros)
2023-07-12 17:15:25 +02:00
Rémi Verschelde
8a06ec979e
Change explicit 'Godot 4.0' references to 'Godot 4'
Fixes #79276.
2023-07-10 13:08:11 +02:00
Rémi Verschelde
153c4a4c4f
Linux: Allow unbundling brotli to use system library 2023-07-06 15:26:38 +02:00
lawnjelly
7b830ebdc1 SCons : Add "scu_limit" argument
"scu_limit" allows specifying the maximum number of includes in a single SCU file (translation unit). A lower limit (e.g. 8) uses less RAM during compilation, but may be slower to compile.
2023-07-02 19:30:52 +01:00
Rémi Verschelde
90446fe9f3
SCons: Move platform logo/run icon to export folder
Follow-up to #75932.
Since these icons are only used by the export plugin, it makes sense to
move them and generate the headers there.

The whole `detect.is_active()` logic seems to be a leftover from before
times, as far back as 1.0-stable it already wasn't used for anything.

So I'm removing it and moving the export icon generation to
`platform_methods`, where it makes more sense.
2023-06-20 13:16:37 +02:00
Rémi Verschelde
34a07b81ae
Allow unbundling OpenXR (for Linux distros)
Copy XrMatrix4x4f_CreateProjectionFov to our OpenXRUtil, instead of relying
on a private header.
2023-06-16 16:25:04 +02:00
RedworkDE
e2aee1a351 MSVC: Disable ICF for optimize=speed_trace 2023-06-11 18:08:56 +02:00
lawnjelly
6d0995b03d SCU build - Change options to "yes / no"
To save confusion for users who prefer yes / no, rather than none / dev / all.
2023-06-08 17:31:22 +01:00
lawnjelly
b69c8b4791 Single Compilation Unit build.
Adds support for simple SCU build (DEV_ENABLED only).
This speeds up compilation by compiling multiple cpp files within a single translation unit.
2023-06-06 15:36:51 +01:00
Rémi Verschelde
64816ff838
SCons: Fixup enabling MSVC warning C4458 on /W3
Follow-up to #76946.
2023-05-12 13:55:34 +02:00
Rémi Verschelde
258fabdbb3
Merge pull request #76836 from Faless/tls/system_certs
[TLS] Add support for platform-specific CA bundles.
2023-05-12 11:17:31 +02:00
Fabio Alessandrelli
6fd9982358 [TLS] Add support for platform-specific CA bundles.
Adds a new OS::get_system_ca_certs method which can be implemented by
platforms to retrieve the list of trusted CA certificates using OS
specific APIs.

The function should return the certificates in PEM format, and is
currently implemented for Windows/macOS/LinuxBSD(*)/Android.

mbedTLS will fall back to bundled certificates when the OS returns no
certificates.

(*) LinuxBSD does not have a standardized certificates store location.
    The current implementation will test for common locations and may
    return an empty string on some distributions (falling back to the
    bundled certificates).
2023-05-12 09:58:23 +02:00
Ninni Pipping
71ee65dc57 Enable shadow warnings and fix raised errors 2023-05-11 16:00:59 +02:00
smix8
a6ac305f96 Rework Navigation Avoidance
Rework Navigation Avoidance.
2023-05-10 05:01:58 +02:00
Rémi Verschelde
c16821e71b
Merge pull request #74980 from YuriSizov/build-err-without-required-editor-modules
Err when trying to build the editor without its required modules
2023-04-26 11:42:07 +02:00
Rémi Verschelde
efb42c3101
Merge pull request #75447 from bruvzg/brotli_packedarray
Expose brotli decompression to the scripting API.
2023-04-25 16:16:56 +02:00
bruvzg
a5128e71bb
[Export docs] Move docs to platform folders. 2023-04-20 11:02:12 +03:00
Yuri Sizov
a145194268 Err when trying to build the editor without its required modules 2023-04-07 19:27:53 +02:00
bruvzg
0e4bd964cc
Expose brotli decompression to the scripting API. 2023-03-29 22:43:36 +03:00
Rémi Verschelde
b7ecb9584a
Windows: Workaround missing DWRITE_FONT_WEIGHT value in old MinGW
Fixes #74339.
2023-03-05 18:18:04 +01:00
Rémi Verschelde
cefe1e0654
Merge pull request #73441 from akien-mga/linux-unbundling-fixes
Fix includes of thirdparty libs which can be unbundled on Linux
2023-02-17 09:56:02 +01:00
Pedro J. Estébanez
ef6e21bf76 Let VS solution name be overridden 2023-02-16 20:08:26 +01:00
Rémi Verschelde
e2fc0acd36
Fix includes of thirdparty libs which can be unbundled on Linux
Changes `builtin_icu` and `builtin_recast` to match the folder names in
`thirdparty`.
2023-02-16 15:52:13 +01:00
Rémi Verschelde
1033dfcb3d
SCons: Fix wrong debug_symbols default value in --help
The actual default value is neither true nor false but depends on the value
of `dev_build`.
Fixes #71812.
2023-02-01 11:27:25 +01:00
Rémi Verschelde
ec3c804ea6
SCons: Fix feature build profile being parsed too late
Also renames the option to just `build_profile`, the previous one was
too verbose and had words in the wrong order.

Fixes #70643.
2023-01-16 12:22:27 +01:00
Ekaterina Vaartis
5e041eee11 Alter linux debug stacktraces handling to support more environments
- Use -gdwarf-4 to support both LLVM and GCC when calling addr2line
- Subtract position-independant execuable relocation when passing the
  address to addr2line
2023-01-15 02:48:33 +03:00
Hugo Locurcio
063637ec77
Rename float=64 SCons option to precision=double
This avoids confusion with the old `bits=64` option and building
for 64-bit CPUs in general.
2022-12-10 16:43:45 +01:00
Rémi Verschelde
01ae54615e
SCons: Strip symbol table for builds with debug_symbols=no
This is equivalent to calling `strip` on the resulting binary, which is what
we do for official builds.

This applies for GCC/Clang.
For MSVC `/DEBUG:NONE` should already be the default.
2022-12-02 13:23:46 +01:00
bruvzg
9a33c97c2a
Add console wrapper app to handle console i/o redirection on Windows. 2022-10-31 14:37:49 +02:00
Rémi Verschelde
3306ffefd1 Merge pull request #67000 from RandomShaper/split_render_further
Polish rendering driver refactor further
2022-10-11 09:23:32 +02:00
Rémi Verschelde
8017827144 SCons: Re-enable treating #warning as error with werror
Replace all TODO uses of `#warning` by proper TODO comments, and will open
matching bug reports to keep track of them.

We don't have a great track record fixing TODOs, but I'd wager we're even
worse for fixing these "TODO #warning" so we should prohibit this usage.
2022-10-10 16:12:26 +02:00
Rémi Verschelde
4e4e16f9a9 SCons: Cleanup GCC warnings configuration
- Outright disable spammy warnings due to past or present GCC bugs:
  * `-Wno-strict-overflow` for GCC 7.
  * `-Wno-type-limits` for GCC before 11 (regressed in 9/10, might work in
    earlier releases but at this stage we don't care).
  * `-Wno-return-type` for GCC 12/13 (regression, still not fixed).
- Enable extra warnings conditionally when broken on earlier GCC:
  * `-Wnoexcept` was removed due to an upstream regression in GCC 9, could
    be re-enabled (but commented out for now as we actually have `-Wnoexcept`
    warnings to fix.
  * `-Wlogical-op` was broken on our variadic templates before GCC 11, now
    seems fine.
2022-10-10 16:12:26 +02:00
bruvzg
0103af1ddd
Fix MSVC warnings, rename shadowed variables, fix uninitialized values, change warnings=all to use /W4. 2022-10-07 11:32:33 +03:00
Pedro J. Estébanez
24ff292999 Polish rendering driver refactor further
Mainly:
- Make `max_descriptors_per_pool` project setting Vulkan-specific.
- Use a common, render driver agnostic magic FourCC for shader binary data.
- Downgrade spirv_reflect to Vulkan-only dependency.
- Add a `RENDER_DRIVER_*` macro to GLSL shader code for per-driver customizations.
2022-10-06 21:08:54 +02:00
Aaron Franke
267d267f3d
Fix CODEOWNERS and fix missing quote in "Building for platform" message 2022-10-01 01:57:50 -05:00
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
35a15e6191 SCons: Refactor handling of production flag and per-platform LTO defaults
Fixup to #63288.
See #65583 for the bug report.

Co-authored-by: Cyberrebell <chainsaw75@web.de>
2022-09-19 18:11:29 +02:00
Rémi Verschelde
d432fe38a9 SCons: Add methods.get_version_info() method returning a Dict
This makes it possible to retrieve all relevant versioning info used to
generate `core/version_generated.gen.h` in the buildsystem.

Notably it makes the custom logic parsing the `GODOT_VERSION_STATUS`
environment variable to override status easy to reuse.
2022-09-14 11:32:51 +02:00
Rémi Verschelde
c2c659db32 SCons: Refactor LTO options with lto=<none|thin|full>
Adds support for LTO on macOS and Android. We don't have much experience
with LTO on these platforms so for now we keep it disabled by default
even when `production=yes` is set.

Similarly for iOS where we ship object files for the user to link in
Xcode so LTO makes builds extremely slow to link.

`production=yes` defaults to full LTO.
ThinLTO is much faster for LLVM-based compilers but seems to produce
bigger binaries (at least for the Web platform).
2022-09-08 10:00:02 +02:00
Rémi Verschelde
22381d9d07 SCons: Fix compilation database generation with MSVC
Fixes #54434.

Co-authored-by: Daniel Moody <daniel.moody@mongodb.com>
2022-09-07 08:50:31 +02:00
Almighty Laxz
c71b78bbb8 Add float arg to build_assemblies.py 2022-09-04 04:02:39 +09:30
Rémi Verschelde
6c5e085d13 SCons: Enforce version 4.0+ when compiledb=yes is used
Fixes #65233.
2022-09-02 10:32:14 +02:00
Fabio Alessandrelli
d20b32186f [Web] Rename JavaScript platform to Web.
Also rename export name from "HTML5" to "Web".
2022-08-29 11:52:00 +02:00
Aaron Franke
27b0f18275 Unify bits, arch, and android_arch into env["arch"]
Fully removes the `bits` option and adapts the code that relied on it.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2022-08-25 11:19:20 +02:00
Rémi Verschelde
e3876899d3
Merge pull request #63919 from Faless/scons/4.x_easy_deps 2022-08-07 16:09:02 +02:00
Fabio Alessandrelli
951a1016d3 [Scons] Implement module dependency sorting.
Modules can now call:

env.module_add_dependencies(name: str, deps: list, optional: bool)

To add required or optional dependencies during the "can_build" step.

Required dependencies will be checked and the module will be not be
enabled when they are missing, printing a warning to notify the user.
2022-08-04 20:00:19 +02:00
bruvzg
066ca97690
Add Text Server related options to the build profiles editor.
Adds SCons options to disable Brotli and Graphite.
Adds option categories to the build profiles editor.
Adds options default state to the build profiles editor.
Adds Text Server related options to the build profiles editor.
Fix misplaced OpenGL/Vulkan SCons options.
2022-08-03 15:06:43 +03:00
Rémi Verschelde
79463aa5de
Merge pull request #63310 from akien-mga/scons-vsproj-windows
SCons: Prevent using `vsproj` option outside Windows
2022-07-22 17:44:45 +02:00
Rémi Verschelde
4e56f96396 SCons: Prevent using vsproj option outside Windows
Fixes #63305.
2022-07-22 12:53:14 +02:00
Rémi Verschelde
653f95282c
Merge pull request #62996 from reduz/feature-build-profiles 2022-07-22 12:50:20 +02:00
reduz
6236a688b7 Implement Feature Build Profiles
This PR is a continuation of #50381 (which was implemented exactly a year ago!)

* Add a visual interface to select which classes should not be built into Godot (well, they are built if something else uses them, but if not used the optimizer will remove them out).
* Add a detection system to scan the project and figure out the actual classes used.
* Added the ability for SCons to load build profiles.

Obligatory Screen:

A simple test with a couple of nodes in the scene resulted in a 25% reduction for the final binary size

TODO:

* Script languages need to implement used class detection (left for another PR).
* Options to disable servers or server functionalities (like 2D or 3D physics, navigation, etc). Are missing, that should also greatly aid in reducing binary size.
* Options to disable some modules would be desired.
* More options to disable drivers (OpenGL, Vulkan, etc) would be desired.

In general this PR is a starting point for more contributors to improve and enhance this functionality.
2022-07-22 10:53:23 +02:00
bruvzg
8823eae328
Rename OSX to macOS and iPhoneOS to iOS. 2022-07-21 09:37:52 +03:00
Rémi Verschelde
ea21122575 SCons: Default num_jobs to max CPUs minus 1 if not specified
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.
2022-07-17 12:38:41 +02:00
Marcel Admiraal
2efe9a89bb Only include editor/SCsub when building the editor: tools=yes 2022-07-07 12:44:40 +01:00
Marcel Admiraal
48efd563e4 Upgrade Android NDK to r23 LTS 2022-06-25 14:58:30 +01:00
Rémi Verschelde
e55d30768a SCons: Don't enable any -Werror=return-type outside werror=yes
We shouldn't presume that future compilers will not have false positives or
find new occurrences of this warning, which would break compiling old versions
of the engine without passing custom `CXXFLAGS`.

Follow-up to #60652.
2022-05-03 11:30:24 +02:00
Rémi Verschelde
01f8f17b67 SCons: Disable -Werror=return-type for GCC 12+ due to regression
Works around and thus closes #58747.
Supersedes #60613.
2022-04-30 12:07:04 +02:00
Rémi Verschelde
45ec0e31c3 Remove last editor code dependencies in template build
SConstruct change also makes it possible to outright delete the `editor`
folder in a `tools=no` build, which we use in CI to ensure no invalid
cross-dependencies are added.
2022-03-28 21:13:01 +02:00
bruvzg
f19cd44346
Unify TextServer built-in module and GDExtension code. 2022-03-17 08:15:29 +02:00
Rémi Verschelde
3d7f155586 Remove unused Bullet module and thirdparty code
It has been disabled in `master` since one year (#45852) and our plan
is for Bullet, and possibly other thirdparty physics engines, to be
implemented via GDExtension so that they can be selected by the users
who need them.
2022-03-09 21:45:47 +01:00
Bastiaan Olij
a78a9fee71 Implementing OpenXR driver 2022-02-23 12:02:24 +01:00
Rémi Verschelde
f94df6fa2b
SCons: Make compilation database generation optional
Saves around 3 s on incremental rebuilds to have it disabled by default.
Can be enabled with `compiledb=yes`.
2022-02-09 09:20:53 +01:00
Rémi Verschelde
d4553c5126
SCons: Add fast_unsafe option for faster rebuilds
This reverts #53828 which had caused a significant drop in incremental
rebuild time for debug builds (from 10s to 23s on my laptop).

The "faster but unsafe" options are re-added, as well as adding
`max_drift=60` which we didn't use previously.

These options speed up SCons' own processing of the codebase to decide
what to build/rebuild (i.e. the first step before actually calling the
compiler). This will therefore not make much difference for scratch
builds, and is mostly useful for incremental rebuilds (including "null"
rebuilds with no change).

These options are enabled automatically for `debug` builds, unless
`fast_unsafe=no` is passed.
They are disabled by default for `release` and `release_debug` builds,
unless `fast_unsafe=yes` is passed.
2022-02-08 15:45:22 +01:00
Emmanuel Leblond
9b781d24c0
Improve python helper modules declaration in SConstruct for compatibility with Python 3.6 and import against helper modules's parent path 2022-01-13 21:54:04 +01:00
Emmanuel Leblond
ad2b0ac8bd Explicitly declare python helper modules in SConstruct to avoid unexpected shadowing 2022-01-12 15:09:46 +01:00
Rémi Verschelde
d98d327868
Merge pull request #56308 from Calinou/scons-tweak-target-release-error-message 2022-01-12 12:24:34 +01:00
Rémi Verschelde
6bb6d36816
Revert "Print a warning with unknown SCons variables to ease troubleshooting" 2022-01-06 12:23:14 +01:00
Hugo Locurcio
44b68bd3b6
Improve error when attempting to build with tools=yes target=release 2021-12-29 01:46:36 +01:00
Rémi Verschelde
7ac9ea75cc
Rename VideoPlayer to VideoStreamPlayer for consistency
It's a player for `VideoStream` resources, just like `AudioStreamPlayer` is a
player for `AudioStream` resources.

Closes https://github.com/godotengine/godot-proposals/issues/3624.
2021-12-06 19:01:28 +01:00
Rémi Verschelde
c283fce698
Remove editor splash screen with sponsors logo
The Godot Project Leadership Committe has decided to update the sponsoring
tiers so that the Platinum Sponsorship no longer includes a logo on the
editor splash screen.

This lets us reclaim the editor splash screen space for community-related
content instead of sponsors (e.g. a different community-designed splash
screen for each stable branch?).

Also removes two Platinum Sponsors whose sponsorship has expired earlier this
year.
2021-11-30 12:47:25 +01:00
Hugo Locurcio
69b2d3f791
Print a warning with unknown SCons variables to ease troubleshooting
When disabling specific modules, misspellings can occur. Additionally,
when switching between the `3.x` and `master` branches frequently,
it's possible to forget about renamed modules such as `lightmapper_cpu`
versus `lightmapper_rd`.
2021-11-21 17:32:15 +01:00
Fabio Alessandrelli
46fdba5f8b [HTML5] Add WebGL2 (GLES3) support using the OpenGL renderer.
Note, the editor build requires the mbedtls module to be manually
enabled, as it is currently needed as a ResourceUID dependency.

This will need to be addressed in a separate PR.
2021-11-19 16:59:27 +01:00
bruvzg
1ad14eb14b [macOS] Add support for OpenGLES3 video driver. 2021-11-02 13:11:55 +02:00
Clay John
8a10bb7d0d
Use OpenGL 3.3 core profile instead of compatibility profile
- Rename OpenGL to GLES3 in the source code per community feedback.
  - The renderer is still exposed as "OpenGL 3" to the user.
- Hide renderer selection dropdown until OpenGL support is more mature.
  - The renderer can still be changed in the Project Settings or using
    the `--rendering-driver opengl` command line argument.
- Remove commented out exporter code.
- Remove some OpenGL/DisplayServer-related debugging prints.
2021-10-31 15:56:45 +01:00
Hugo Locurcio
ce97ddbcb1
Rename GLES2 driver to OpenGL to prepare for the upgrade to GLES3
- Use lowercase driver names for the `--rendering-driver`
  command line argument.
2021-10-30 02:05:49 +02:00
lawnjelly
e3491a3744
Add GLES2 2D renderer + Linux display manager
First implementation with Linux display manager.

- Add single-threaded mode for EditorResourcePreview (needed for OpenGL).

Co-authored-by: clayjohn <claynjohn@gmail.com>
Co-authored-by: Fabio Alessandrelli <fabio.alessandrelli@gmail.com>
2021-10-30 02:05:48 +02:00
Rémi Verschelde
1efe7093be
Merge pull request #53833 from akien-mga/remove-webm-support 2021-10-15 17:33:06 +02:00