Commit Graph

69 Commits

Author SHA1 Message Date
ef28da8006 CI: Bump various GitHub actions to latest versions
actions/cache@v3
actions/checkout@v3
actions/upload-artifact@v3
actions/setup-dotnet@v2
actions/setup-java@v3
actions/setup-python@v4
mymindstorm/setup-emsdk@v11

Also reset cache keys as we're going to cleanup all caches.
2022-08-25 13:44:22 +02:00
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
20bd64db69 CI: Remove second build with mono_glue=yes
A second build is no longer needed. It was resulting in a null build
that still took more than 1 minute of CI time.

Also removed other usages of `mono_glue=no` and `mono_static=yes`,
as these options no longer exist.
2022-08-23 04:23:29 +02:00
18f805b3aa C#: Upgrade to .NET 6 (5.0 -> 6.0) 2022-08-22 03:36:51 +02:00
34db8d2c6c CI: Setup .NET Sdk to fix CI and build C# code as well 2022-08-22 03:36:51 +02:00
49632bf993 Check also GLES3 in CI 2022-08-06 19:12:09 +02:00
87ebfff46d create vector4, vector4i and projection for csharp 2022-07-31 19:42:34 +02:00
da14b19bbf CI: Link MoltenVK statically on macOS
Same as done for official builds.

Also make artifacts executable before zipping.
2022-07-29 14:32:57 +02:00
36ef8f29dc Implement support for loading system fonts on Linux, macOS / iOS and Windows. 2022-07-26 08:38:05 +03:00
455c06ecd4 Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.

* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.

These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.

**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-23 14:00:01 +02:00
c8479c0d4d SCons: Refactor Linux linker options with linker=<bfd|gold|lld|mold>
The new option is `linker` and lets the user specify the argument to
the`-fuse_ld=` linker flag directly. The supported options are:

- `default`: No change, typically uses GNU ld (bfd) unless the user or
  distro picked a different default `/usr/bin/ld`.
- `bfd`: GNU ld from binutils
- `gold`: GNU gold from binutils
- `lld`: lld from LLVM
- `mold`: mold, an extremely fast modern linker, not (yet) intended for
  use in production but great for development speed. Provided by distro
  `mold` package or needs to be compiled from source and installed to
  `/usr` otherwise.

Removes the `use_lld=yes` option, and make lld actually usable with GCC
too.

Not all the above are compatible or recommend for LTO, we recommend
using GNU ld with GCC LTO, or lld with LLVM ThinLTO.
2022-07-22 01:00:35 +02:00
26f9e87235 CI: Use Gold (GCC) and LLD (Clang) as linker for Linux sanitizers builds
They're very memory hungry to a point where GNU ld can crash on CI.
Both Gold and LLD should be nicer to RAM and thus a safer option.
2022-07-21 08:53:11 +02:00
ef9039ad36 Revert "CI: Disable Linux GCC ASAN temporarily"
This reverts commit 04e955841f.

It looks like we can just remove `-pipe` for the CI to complete.
2022-07-20 19:03:38 +02:00
04e955841f CI: Disable Linux GCC ASAN temporarily
Another attempt at fixing CI which seems to get a linker crash since today (likely OOM).
2022-07-20 16:35:03 +02:00
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
d38d76d039 Fix exit code of --help and --version, and test them in CI
Corrects prior regression which caused ERROR output and exit code of 1.
2022-07-02 01:17:35 +02:00
24f45bd533 Add Godot 3.x -> Godot 4.x project converter 2022-06-15 10:11:17 +02:00
6ab672d1ef Implement text-to-speech support on Android, iOS, HTML5, Linux, macOS and Windows.
Implement TextServer word break method.
2022-04-28 14:35:41 +03:00
38fcb9d112 Remove redundant godot-cpp build stage. 2022-04-07 19:54:09 +03:00
ba0317be04 Add CI build with clang sanitizers, increase stack size to 30 MB for builds with sanitizers. 2022-04-01 13:15:35 +03:00
05ac2a4139 CI: Re-enabled godot-cpp test
Compatibility with current master was fixed in
https://github.com/godotengine/godot-cpp/pull/734
2022-03-30 15:38:46 +02:00
63f7f44ccb Make vararg method bind no return and return
Type emit_signal exposed method return type

set UndoRedo add_do_method and add_undo_method exposed return void

Set TreeItem::_call_recursive_bind returns void

Set _rpc_bind and _rpc_id_bind returns void in Node

Set _call_group and _call_group_flags method returns void in SceneTree

Set godot-cpp-test CI flag to false
2022-03-30 11:43:12 +02:00
cd2e7fbc57 CI: Update to actions/cache@v3, increase cache limit to 10 GiB
And force rebuild of Linux cache which got corrupted...
2022-03-23 08:10:43 +01:00
4bbfd20aa9 Ignore PhysicsServer3DExtension class in C#
PhysicsServer3DExtension inherits from PhysicsServer3D which is a
singleton class, since singleton classes are generated as static in C#
it would generate invalid C# so for now we'll be
ignoring PhysicsServer3DExtension.
2022-03-18 17:28:48 +01:00
96f7a08fd6 Re-enable godot-cpp CI. 2022-03-17 08:18:01 +02:00
8b547331be Create GDExtension clases for PhysicsServer3D
* Allows creating a GDExtension based 3D Physics Server (for Bullet, PhysX, etc. support)
* Some changes on native struct binding for PhysicsServer

This allows a 3D Physics server created entirely from GDExtension. Once it works, the idea is to port the 2D one to it.
2022-03-15 18:39:31 +01:00
eae16f73a6 Make -q CLI argument toggle quiet stdout instead of quitting
`-q` is a common toggle in a command line applications for quiet mode
(see apt or dnf for examples). In contrast, `--quit` isn't needed
as often.
2022-03-13 23:55:01 +01:00
6f51eca1e3 Discern between virtual and abstract class bindings
* Previous "virtual" classes (which can't be instantiated) are not corretly named "abstract".
* Added a new "virtual" category for classes, they can't be instantiated from the editor, but can be inherited from script and extensions.
* Converted a large amount of classes from "abstract" to "virtual" where it makes sense.

Most classes that make sense have been converted. Missing:

* Physics servers
* VideoStream
* Script* classes.

which will go in a separate PR due to the complexity involved.
2022-03-10 12:28:11 +01:00
ce09a47db4 CI: Use mono_static=yes for Mono builds
This removes the dependency on shared libmonosgen installed locally
and makes the artifacts usable as standalone for testing without
needing a full Mono install.
2022-02-22 13:49:37 +01:00
aafac1e33a CI: Update SwiftShader to 2021-10-02 build
No specific reason that I know of aside from it being available in our
prebuilt CI dependencies.
2022-01-06 15:17:34 +01:00
94232dcb48 CI: Update links to regression test project and prebuilt SwiftShader
qarmin's repository has been moved to the godotengine organization.
2022-01-06 12:10:15 +01:00
368c0bc0ac Misc build system fixes 2021-12-10 12:14:27 -06:00
e9808e3d9a Add a double-precision editor build to CI 2021-12-09 09:52:48 -06:00
ae713f8980 Add a minimal template build to CI
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2021-11-12 09:30:50 -06:00
071829acc5 Enable mono editor build in CI 2021-11-09 11:02:04 +01:00
daff03576d Add CI step for compiling and testing godot-cpp 2021-10-21 20:30:19 +11:00
8fa67fba47 CI: Run doctool in headless mode 2021-10-20 17:48:50 +02:00
c4fa301b6b CI: Build test binaries with debug symbols, then strip
This allows having good stacktraces when the tests crash.
2021-09-22 09:31:44 +02:00
3dbf008411 [CI] Refactor CI actions, use sub-actions, matrices. 2021-09-14 12:46:16 +02:00
5139a19877 Fix CI after concurrency 2021-08-25 15:04:05 +02:00
40bb1ded7e CI: Cancel previous builds if new commit is pushed 2021-08-25 14:54:48 +02:00
27da2e364e Fix github actions cache server being down failing builds 2021-08-18 21:58:54 +01:00
e8877806ec Fix 'Attempted to remove invalid ID' errors 2021-07-31 15:30:31 +02:00
0f78e36e1c Check if there are new docs missing on CI 2021-07-14 14:21:03 +03:00
0c83a23ab5 Add "Keep screen on" feature to DisplayServerX11 2021-06-20 21:57:33 +02:00
4219a4cb6f Fix typos with codespell
Using codespell 2.0.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2021-05-20 12:38:56 +02:00
afb65ebc2c CI: Add --doctool check to find missing classref updates
This will enforce that PRs properly sync the class reference templates to match
their changes to the public API, and help notice binding bugs in the process
(e.g. missing enum bindings, unexpected API changes or missing argument names).

This should also serve as a reminder to contributors that their changes impact
the scripting API and might warrant actually filling the descriptions for the
new methods/properties/etc.
2021-05-03 20:44:49 +02:00
599d96163c Test Godot with Vulkan in CI 2021-04-15 16:17:28 +02:00
caea551d41 CI: Build without debug symbols to reduce cache size
We often hit "Too Many Requests" errors when uploading the cache with
`actions/cache` because there's a limit of 10 GB every 5 minutes, and we can
easily go over it when we amend or merge several PRs in a short timespan.

This will make the CI artifacts less useful for debugging crashes but there's
no real way around this.
2021-02-22 11:51:55 +01:00
d6404fd7a0 CI: Build Linux editor without Mono, sanitizers with Mono
The Mono builds are with mono_glue=no so they're not usable,
and it would be convenient if the main tools=yes target=release_debug
artifacts could actually be used.
2021-02-05 12:07:40 +01:00