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.
This was removed in #63481, and we confirmed that it's better like this,
but we add back the possibility to strip CR as an option, to optionally
restore the previous behavior.
For performance this is done directly in `String::parse_utf8`.
Also fixes Android `FileAccess::get_line()` as this one _should_ strip CR.
Supersedes #63717.
This script can be used to make Godot easier to compile on a fresh
macOS installation, including on CI platforms and containers where
the Vulkan SDK isn't preinstalled.
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.
- 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.
`--profile-gpu` was renamed to `--gpu-profile` for consistency with
`--gpu-abort`.
This also updates the shell completion files to the latest `master`
branch.
This has been superseded by GDExtension so this code is no longer useful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).
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.
Using codespell 2.2-dev from current git.
Added `misc/scripts/codespell.sh` to make it easier to run it once in a
while and update the skip and ignore lists.
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.
Use an offline first approach, where we prefer the cached version over
the network one.
This forces games using PWA to always re-export the project and not just
the PCK, so that the service worker version gets updated correctly, and
the end-user cache is correctly cleared on update.
Follow-up to #55785.
In `black_format.sh`, the `--exclude` switch was wrongly used. It's a misnomer
that only excludes _untracked_ files, arcane pathspec patterns should instead
be used to exclude _tracked_ files.
Using this newfound knowledge, we can also simplify the other scripts.