Commit graph

437 commits

Author SHA1 Message Date
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
Rémi Verschelde
ae74e78909
Remove WebM support (and deps libvpx and opus)
We've had many issues with WebM support and specifically the libvpx library
over the years, mostly due to its poor integration in Godot's buildsystem,
but without anyone really interested in improving this state.

With the new GDExtensions in Godot 4.0, we intend to move video decoding to
first-party extensions, and this would likely be done using something like
libvlc to expose more codecs.

Removing the `webm` module means we can remove libsimplewebm, libvpx and
opus, which we were only used for that purpose. Both libvpx and opus were
fairly complex pieces of the buildsystem, so this is a nice cleanup.

This also removes the compile-time dependency on `yasm`.

Fixes lots of compilation or non-working WebM issues which will be linked
in the PR.
2021-10-15 12:09:11 +02:00
Rémi Verschelde
cd21cc683a
SCons: Set DEBUG_ENABLED and DEV_ENABLED in SConstruct
They're the same for all platforms so they don't need to be repeated in all
platform definitions.
2021-10-15 10:26:58 +02:00
Rémi Verschelde
e2bfb27efb
Merge pull request #53829 from akien-mga/scons-py3.6 2021-10-15 10:24:41 +02:00
Rémi Verschelde
f374edbeee
SCons: Increase min Python version to 3.6
Current SCons 4.2.0 still supports Python 3.5 but deprecated it, and support
will be removed in the next release.

It's also become needlessly restrictive to prevent ourselves from using Python
3.6 f-Strings, so it's time to up the requirement.
2021-10-15 09:55:57 +02:00
Rémi Verschelde
0433d0f54d
SCons: Remove MD5-timestamp and implicit cache optimizations
They haven't really helped save much time on incremental rebuilds, and they do
cause potential issues with build correctness (and possibly even one of the cause
for overly eager incremental rebuilds).
2021-10-15 09:43:23 +02:00
jfons
b197fc2079 Force optimized builds for thirdparty Embree files 2021-09-28 14:35:21 +02:00
Aaron Franke
4fc639916c
Allow disabling the RegEx module in the editor 2021-09-15 12:08:53 -05:00
bruvzg
4c3f7d1290 Makes FontData importable resource.
Adds multi-channel SDF font texture generation and rendering support.
Adds per-font oversampling support.
Adds FontData import plugins (for dynamic fonts, BMFonts and monospaced image fonts), font texture cache pre-generation and loading.
Adds BMFont binary format and outline support.
2021-08-27 15:43:18 +03:00
Aaron Franke
ae1702bee5
Replace HTTP links with HTTPS for sites with HTTPS versions 2021-08-22 20:13:11 -05:00
bruvzg
d7957a2a20 Use "volk" instead of statically linked Vulkan loader. 2021-08-12 14:25:15 +03:00
Aaron Franke
430ad75963
Some work on double support 2021-08-09 17:43:48 -05:00
Rémi Verschelde
25fd4edd29
Merge pull request #51427 from omar-polo/platform-detect-openbsd
automatically detect openbsd as platform=linuxbsd
2021-08-09 15:35:36 +02:00
Omar Polo
78cd0ffdba automatically detect BSDs as platform=linuxbsd 2021-08-09 13:11:53 +00:00
Rémi Verschelde
34421683eb
SCons: Add method to detect Emscripten and use it for warnings config
Emscripten is LLVM-based so we want to follow the same logic. But we can't just
put it as a match in `methods.using_clang()` as that would mess with the
compiler version detection logic used to restrict old GCC and Clang releases.
2021-08-06 12:12:37 +02:00
Rémi Verschelde
802810c371
SCons: Disable Clang -Wordered-compare-function-pointers warning
It's raised for us on many comparators implemented to be able to store a struct
in `Set` or `Map` (who rely on `operator<` internally). In the cases I reviewed
we don't actually care about the ordering and we use the struct's function
pointers as that's the only distinctive data available.
2021-08-06 12:12:33 +02:00
Rémi Verschelde
d1b39f0a14
SCons: Avoid using Python f-string to preserve Python 3.5 compat
Fixes #50629.
2021-07-20 10:12:46 +02:00
reduz
5ad4f26659 Implement the ability to disable classes
* 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.
2021-07-13 09:25:14 -03:00
Hendrik Brucker
d070159094 Add elapsed time print statement to build system 2021-07-08 13:52:39 +02:00
Hugo Locurcio
89b5a569fb
Print a notice when compiling with target=debug
Debug builds are considerably slower than release builds or even
release_debug builds. `target=debug` is still the default SCons
target option, so unsuspecting users may be compiling unoptimized
debug builds for their personal use.
2021-06-21 16:55:43 +02:00
Fabio Alessandrelli
8594613f94 LinuxBSD now compiles without vulkan/x11. 2021-06-01 16:27:54 +02:00
Fabio Alessandrelli
ae04dac2db Remove server platform 2021-06-01 16:27:54 +02:00
MmAaXx500
c759b7b235 Improve compiler version extraction 2021-05-31 20:31:12 +02:00
jfons
575543ce53 Port changes to the "raycast" module build files from 3.x 2021-05-04 17:21:41 +02:00
totlmstr
634ed3e128 Add option modules_enabled_by_default 2021-04-10 14:17:20 -07:00
Rémi Verschelde
eeba8d63f8
Merge pull request #44398 from RevoluPowered/unit-tests-for-export-templates
Add unit tests for export templates
2021-03-23 00:42:29 +01:00
Gordon MacPherson
6b4ff3b44b Add unit tests for export templates 2021-03-22 18:57:08 +00:00
Rémi Verschelde
fcddd8c53a
Merge pull request #46966 from qarmin/faster_release
Allow to not optimize release build
2021-03-20 22:44:47 +01:00
Rafał Mikrut
0b298d201e Allow to not optimize release build 2021-03-14 15:51:05 +01:00
Rémi Verschelde
dc038bd7c3
Merge pull request #46799 from goostengine/module-includes
Provide missing include path for custom modules
2021-03-14 01:16:11 +01:00
Anshul7sp1
91181c2086 Fixes small typos and grammar correction 2021-03-12 19:05:16 +05:30
Rémi Verschelde
b7ebd22314 SCons: Use default env["ENV"] and prepend PATH to it
See discussion in #46814. Now going with the safe option again (like in 3.2)
as it turns out that we can't rely on user environments on Windows, since each
shell has a different set of env variables (especially the ones necessary to
use MSVC).

SCons does its own magic when we don't pass it an `ENV` dictionary, so we
should preserve it and only add things in a second step.

Fixes this warning when compiling with MSVC using git-bash.exe:
```
Missing environment variable: WindowsSdkDir
```

Possibly fixes build issues when having both MinGW and MSVC installed and an
older SCons version.
2021-03-10 11:07:34 +01:00
Rémi Verschelde
20b171cc5a SCons: Propagate the user's OS environment in env["ENV"]
This fixes a regression from #46774 where `env["ENV"]` would miss some
important env variables on Windows, such as `SystemRoot`, `PATHEXT`, etc.

To have those, we can either use the default `ENV` created by SCons, or
propagate the whole external environment.

Fixes #46790.
2021-03-09 09:21:40 +01:00
Andrii Doroshenko (Xrayez)
f712d68ceb Provide additional include paths for custom modules
Allows to use a module as a library, where an include path may start
with module's name itself.
2021-03-08 19:36:26 +02:00
Rémi Verschelde
5d217a9441 SCons: Fix parsing PATH when constructing base environment
We constructed the SCons environment without taking any (shell) environment
variables into account, and then appended a few, but too late. This would
cause variables like `env[CXX]` not to be properly expanded to respect a
non-standard `PATH`.

With this fix, setting:
```
PATH=$GODOT_SDK/bin:$PATH
```
will now properly use `$GODOT_SDK/bin/gcc` if available over `/usr/bin/gcc`.
2021-03-07 22:28:46 +01:00
Mateo Kuruk Miccino
42f6d7a401 SCons: Fix profile type. It is a string 2021-02-25 19:45:36 -03:00
Rémi Verschelde
b97ef35585 SCons: Properly handle overriding default values to bool options
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.
2021-02-24 10:23:00 +01:00
Rémi Verschelde
6b13f33fb0
SCons: Make freetype module a mandatory editor dependency
Fixes #28650.
2021-02-18 14:18:06 +01:00
Rémi Verschelde
c05d205a5c
Merge pull request #43057 from Xrayez/custom_modules_recursive
SCons: Add an option to detect C++ modules recursively
2021-02-08 16:00:03 +01:00
Rémi Verschelde
db26871210 SCons: Add production=yes option to use production defaults
This is meant for users making custom builds to match the options used on
optimized, official builds.

This enables, on the platforms which support them:
- `use_static_cpp=yes` (portable binaries for Linux and Windows)
- `use_lto=yes` (link time optimizations - note: requires a lot of RAM!)
- `debug_symbols=no` (no debug symbols, smaller binaries)

Also abort when using MSVC with `production=yes`, as:
- It cannot optimize the GDScript VM like GCC or Clang do, leading to
  significant performance drops.
- Its LTO support is unreliable, at least used to trigger crashes last
  we tried it extensively.

All options can still be overridden if specified, and the `dev=yes` option
was changed to also support overrides.
2021-02-03 11:48:17 +01:00
Hugo Locurcio
9479bfe5f5
Fix incorrect version requirement in the SCons compilation DB comment 2021-02-01 17:09:42 +01:00
Rémi Verschelde
8f660393fe
SCons: Fix build with p alias or platform auto-detection
Fixes a pre-existing bug that #44433 exposed.

It's pretty hacky, but we use `platform` in `env` both as an optional command
line option (instead it can be autodetected, or passed via the `p` alias, and
on Linux it might be overridden if you pass one of the convenience alias
values), and as the reference value for what platform we're building on.

Thus we override `env_base["platform"]` with the autodetected or validated
platform, but any call to `opts.Update(env_base)` overrides it with the
original command line option... causing e.g. #44448.

The proper fix would be to refactor all this so that we don't reuse
`env["platform"]` for platform detection (it could instead be e.g.
`env.platform` as a member variable which holds the validated value),
but for now I'm tapering over the immediate breakage.

Fixes #44448 and other breakages induced by #44433.
2020-12-17 11:36:50 +01:00
Rémi Verschelde
0f84d8dc49
SCons: Add only selected platform's opts to env
Otherwise we can get situations where platform-specific opts with the same name
can override each other depending on the order at which platforms are parsed,
as was the case with `use_static_cpp` in Linux/Windows.

Fixes #44304.

This also has the added benefit that the `scons --help` output will now only
include the options which are relevant for the selected (or detected) platform.
2020-12-16 16:31:19 +01:00
Marcel Admiraal
8ef5e3201c Don't handle BaseException in build scripts 2020-12-12 10:05:42 +00:00
bruvzg
b9f441e81e
[Complex Text Layouts] Add third-party TextServer dependencies (ICU, HarfBuzz, Graphite). 2020-11-26 13:55:27 +02:00
Rémi Verschelde
d76806d322
Core: Always enable ptrcall, remove PTRCALL_ENABLED define
ptrcall is now also used to optimize calls in GDScript, on top of the existing
use by the GDNative and Mono modules.

It no longer makes sense to make it optional.
2020-11-25 14:08:17 +01:00
Andrii Doroshenko (Xrayez)
a3c2c1e18a SCons: Add an option to detect C++ modules recursively
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.
2020-10-24 22:22:58 +03:00
Rémi Verschelde
97f116d36b
SCons: Refactor and cleanup warnings definition 2020-10-08 10:58:05 +02:00
Bartłomiej T. Listwon
317c2b194d Add all headers to VS Project 2020-09-27 18:03:51 +02:00
Marcel Admiraal
e3d698dae9 Remove unused Python imports. 2020-09-10 11:38:52 +01:00
Rémi Verschelde
0d815ed157
Merge pull request #41219 from akien-mga/gles2-takes-holidays
Remove obsolete GLES2 backend code
2020-08-13 10:52:38 +02:00
Rémi Verschelde
33b2070d2e Remove obsolete GLES2 backend code
This code currently isn't compiled (and cannot compile).

We plan to re-add OpenGL ES-based renderer(s) in Godot 4.0 alongside Vulkan
(probably ES 3.0, possibly also a low-end ES 2.0), but the code will be quite
different so it's not relevant to keep this old Godot 3.2 code.

The `drivers/gles2` code from the `3.2` branch can be used as a reference for
a potential new implementation.
2020-08-13 10:04:53 +02:00
Gordon MacPherson
974a4cde9d update to use scons compile db tool 2020-08-12 15:11:45 +01:00
Andrii Doroshenko (Xrayez)
d86de6c98e SCons: Refactor running commands through builders
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.
2020-07-28 00:09:21 +03:00
Rémi Verschelde
f940e5e000 CI: Install master version of psf/black
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.
2020-07-26 19:48:25 +02:00
Rémi Verschelde
a3a980eb0d SCons: Build tests/ and main/ in cloned environments
Allows switching `tests=yes`/`no` and rebuilding only tests and main,
instead of the whole engine.

Co-authored-by: Andrii Doroshenko (Xrayez) <xrayez@gmail.com>
2020-07-26 16:03:11 +02:00
Andrii Doroshenko (Xrayez)
9f649efe5d Move tests to the top-level directory 2020-07-26 00:06:07 +03:00
Andrii Doroshenko (Xrayez)
f6465f46b4 SCons: Add tests option to enable or disable unit tests 2020-07-25 18:44:18 +03:00
RevoluPowered
579342810f t Add unit testing to Godot using DocTest and added to GitHub Actions CI
Implements exit codes into the engine so tests can return their statuses.
Ideally we don't do this, and we use FIXUP logic to 'begin' and 'end' the engine execution for tests specifically.

Since realistically we're initialising the engine here we don't want to do that, since String should not require an engine startup to test a single header.

This lowers the complexity of running the unit tests and even for
physics should be possible to implement such a fix.
2020-07-24 13:05:33 +01:00
Rémi Verschelde
8391ec256d SCons: Do not enable werror=yes by default
There are too many users who compile Godot from source and are not familiar
with the buildsystem or C/C++ compilation warnings, and thus report any kind
of yet-unfixed warning as a (often duplicate) bug.

Compiler warnings change at every compiler version and are different for each
compiler, so it's difficult to ensure that the codebase would always be 100%
warning-free, especially in the future.

I already disabled it for stable releases in #37958, but having it on non
stable commits could also become an annoyance in the future when trying to
bisect issues with a new compiler version which emits warnings unknown at
the time of commit.

TL;DR: Contributors, use `dev=yes` or `werror=yes`. CI does and won't let you
create new warnings ;)
2020-07-14 12:33:17 +02:00
Aaron Franke
611fd8cb72
Disable "misleading indentation" warning on GCC 2020-07-12 23:15:41 -04:00
Rémi Verschelde
1aeb88205d
Merge pull request #37248 from Xrayez/env-dump
SCons: Dump construction environment to a file
2020-06-10 15:20:59 +02:00
Andrii Doroshenko (Xrayez)
42bee75e86 SCons: Dump construction environment to a file
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.
2020-06-10 15:05:43 +03:00
Rémi Verschelde
7c74312217 SCons: Validate dependencies for linked multimedia modules
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.
2020-06-03 11:00:10 +02:00
Rémi Verschelde
6aa399be59
Merge pull request #39137 from Xrayez/custom-modules-profile
SCons: Allow to read `custom_modules` option via a file
2020-05-29 11:42:53 +02:00
Andrii Doroshenko (Xrayez)
6304d16915 SCons: Allow to read custom_modules option via a file
The `custom_modules` option was only read via the command line
by fetching `ARGUMENTS` dictionary directly.

Instead, the option's value can now be read via any existing
configuration files (`custom.py`) as well as command line, while also
updating the environment.
2020-05-29 12:11:53 +03:00
Andrii Doroshenko (Xrayez)
5afe8cd782 SCons: Prefer Exit() method over sys.exit()
Sconscript provides it's own `Exit()` method which is currently
an alias for `sys.exit()` internally, with the only difference that if
no exit code is specified, it defaults to 0.

This encourages the usage of SCons-implemented methods like
`Glob()` over `glob.glob()`, which may overcome limitations of the
built-in Python features in the future.
2020-05-28 22:54:37 +03:00
Rémi Verschelde
105bef19ff
Merge pull request #39125 from Xrayez/py-modules-order-4.0
SCons: use `OrderedDict` to ensure insertion order of modules
2020-05-28 20:55:56 +02:00
Andrii Doroshenko (Xrayez)
17938fd547 SCons: use OrderedDict to ensure insertion order of modules
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.
2020-05-28 18:17:49 +03:00
Rémi Verschelde
2aa46ee4ae
Merge pull request #37198 from Xrayez/progress-inside
SCons: Move build progress related logic out of main SConstruct
2020-05-27 14:34:04 +02:00
Andrii Doroshenko (Xrayez)
a96f0e98d7 Add custom_modules build option to compile external user modules
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.
2020-05-25 15:33:32 +03:00