Commit graph

277 commits

Author SHA1 Message Date
Rémi Verschelde
06f4968a82
CI: Keep GHA artifacts for 60 days 2024-06-21 10:34:00 +02:00
Raul Santos
65cd0c86f9
C#: Escape generated members 2024-06-15 19:07:42 +02:00
Rémi Verschelde
4fd7b2fc0f
CI: Pin Python 3.12.3 to workaround GHA issue
macOS runners can't extract the 3.12.4 tarball properly it seems.
https://github.com/actions/setup-python/issues/886
2024-06-10 11:29:54 +02:00
bruvzg
db93bbbc10
[CI] Enable ANGLE static linking. 2024-05-28 17:28:17 +03:00
Rémi Verschelde
a63c37dca1
SCons: Bump min version to 3.1.2, test it on CI with one Linux job
The min SCons version had to be bumped as SCons 3.0 before 3.0.3 seems
broken (see #92043), and there's little gain from supporting 3.0.3-3.0.5.

3.1.2 is also the first version to avoid ambiguities between Python 2
and Python 3 usage, so we finally use it as the minimum baseline.

Also test against Python 3.6 which is also our minimum supported version.
This should help prevent regressions whenever we modernize the build scripts.
2024-05-17 11:18:57 +02:00
Rémi Verschelde
734f820be4
CI: Re-add CHANGED_FILES logic for pre-commit checks
Fixes #91831.
2024-05-11 15:55:23 +02:00
Rémi Verschelde
4778b24366
Merge pull request #91597 from Repiteo/ci/pre-commit-handle-everything
CI: Overhaul static checks to use `pre-commit`
2024-05-08 18:22:59 +02:00
Thaddeus Crews
df969ff742
CI: Overhaul static checks to use pre-commit 2024-05-08 10:30:24 -05:00
Rémi Verschelde
7d03b1de0b
Style: Trim trailing whitespace and ensure newline at EOF
Found by apply the file_format checks again via #91597.
2024-05-08 10:12:46 +02:00
Rémi Verschelde
8ee0851816
CI: Use Emscripten 3.1.59 for Web platform
Works around CI failure due to mismatch between current emsdk and older releases.
2024-05-08 01:10:23 +02:00
Rémi Verschelde
4b070e8031
Fix various typos with codespell
Using 2.2.7.dev217+g10c2abcf.

Had to add `colour` to the ignore list as we used it as an alias/keyword for the
documentation of color-related APIs.
Also ignore recommendations to change `thirdparty` to either `third-party` or
`third party`, which are correct but we use the former fairly consistently.
2024-05-07 10:08:42 +02:00
Thaddeus Crews
aa3ad1889f
Buildsystem: Speedup pre-commit static check 2024-05-01 10:04:03 -05:00
A Thousand Ships
24ad73b13f
[CI] [macOS] Build for both arm64 and x86_64
Creates a universal build, to catch discrepancies on different
architectures
2024-04-24 13:00:30 +02:00
A Thousand Ships
836845f5a2
[CI] [macOS] Fix CI with new GitHub runners
New `macos-latest` run on an arm64 image instead of x86_64 breaking the
editor workflow.
2024-04-23 20:01:32 +02:00
Andrew Morrow
5b5ec8f4dc
Bump github workflows to SCons 4.7 2024-04-05 17:09:10 -04:00
Adam Scott
56686cd1fb
Remove buggy first interaction 2024-04-05 08:45:42 -04:00
Adam Scott
3df22bf72c
Fix first interaction line breaks 2024-04-04 16:41:42 -04:00
Adam Scott
fabd6d8ac3
Add first interaction action to better inform newcomers 2024-04-04 08:42:18 -04:00
A Thousand Ships
950743c3d8
[CI] Improve fetching of changed files
PRs always use a merge into the repo on checkout, so checking for
`HEAD^1` will show all the changes regardless of the number of commits
in a PR
2024-03-28 13:53:36 +01:00
A Thousand Ships
62531ea2d1
[CI] Work around diff size limit for static checks 2024-03-27 17:01:39 +01:00
Aaron Franke
2b2dec1f60
CI: Enable submodules on the checkout action 2024-03-15 19:53:06 -07:00
Rémi Verschelde
aa8e9fee63
Merge pull request #88671 from akien-mga/ci-actions-update
CI: Update actions to latest versions, use default runner .NET version
2024-03-06 13:17:00 +01:00
Raul Santos
97851f0340
Move dotnet-format script to pre-commit
Co-authored-by: Paul Joannon <437025+paulloz@users.noreply.github.com>
2024-03-02 08:25:48 +01:00
Aarni Koskela
20c563de40
Replace hand-written pre-commit hooks with pre-commit Python tool
`pre-commit` can be installed with pip, and configured in the Godot repo with
`pre-commit install`. It can then easily be run both locally with
`pre-commit run`, and on CI, in a cross-platform way.

This makes it much easier for contributors to set up pre-commit hooks,
without having to manually copy files to their git folder.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2024-02-26 14:57:53 +01:00
David Snopek
fa81e12588 Fix lint errors in WebXR module 2024-02-23 16:24:58 -06:00
David Snopek
39bd685814 Use godot-cpp 4.2 for the "Godot CPP" CI workflow 2024-02-23 15:16:09 -06:00
Rémi Verschelde
ad8d3cf1c9
CI: Update actions to latest versions, use default runner .NET version 2024-02-22 23:02:35 +01:00
Raul Santos
99b4f3086d
C#: Run source generators tests in CI
Also fixes ScriptPathAttributeGenerator for generic types and its test.
2024-02-19 19:41:15 +01:00
A Thousand Ships
c7dee690cd
Fix formatting in bug report template
Unescaped backtics caused visual bugs
2024-02-17 19:43:15 +01:00
Adam Scott
af58144565
Remove 3.x references in the pull request template 2024-02-09 15:40:20 -05:00
Rémi Verschelde
7612e655a9
Merge pull request #86006 from AThousandShips/issue_screenshot
Instruct users to add code/errors as text in issues
2024-02-09 12:14:55 +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
Riteo
7e0f7d3abd Add Wayland support
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.
2024-01-30 16:44:47 +01:00
Rémi Verschelde
cd5e973d7a
Merge pull request #86717 from mrbbbaixue/d3d12-sdk-install-python
Add a python script to install Direct3D 12 SDK components.
2024-01-26 11:43:49 +01:00
Yuri Sizov
8d5c4b3bd3 Merge pull request #87575 from akien-mga/ci-emsdk-14
CI: Update `mymindstorm/setup-emsdk` to v14, should fix cache folder conflicts
2024-01-25 16:27:28 +01:00
Yuri Sizov
ae2baec640 Merge pull request #87574 from RandomShaper/d3d12_codeowners
Direct3D 12: Include in CODEOWNERS
2024-01-25 16:27:25 +01:00
Rémi Verschelde
35ef0b32b3
CI: Update mymindstorm/setup-emsdk to v14, should fix cache folder conflicts
https://github.com/mymindstorm/setup-emsdk/releases/tag/v14

Co-authored-by: Yuri Sizov <yuris@humnom.net>
2024-01-25 13:12:43 +01:00
Pedro J. Estébanez
3ce8bad809 Direct3D 12: Include in CODEOWNERS 2024-01-25 12:41:40 +01:00
MrBBBaiXue
ea2c6f1d0b Add a python script to install Direct3D 12 SDK components.
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>
2024-01-24 20:11:43 +08:00
A Thousand Ships
c2627d24ad
Use latest doc version in issue template 2024-01-20 14:20:45 +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
95b27fe8c7 Reorganize code related to editor theming
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.
2024-01-16 11:57:45 +01:00
A Thousand Ships
39b4918402
Instruct users to add code/errors as text in issues 2024-01-07 00:49:11 +01:00
Rémi Verschelde
31df75676b
Merge pull request #83448 from Calinou/github-actions-identify-pr-builds
Identify pull request builds from GitHub Actions with the PR number
2024-01-05 12:03:07 +01:00
Rémi Verschelde
41365c6c8b
Merge pull request #70315 from RandomShaper/d3d12_mesa
Direct3D 12 Rendering Driver (Mesa NIR approach)
2023-12-12 21:58:57 +01:00
Pedro J. Estébanez
2f47c57385 Add Direct3D 12 RenderingDevice implementation 2023-12-12 19:10:04 +01:00
Rémi Verschelde
bf74258890
Merge pull request #85746 from YuriSizov/just-a-fancy-word-for-fabio
Fix the Web platform team's codeowners link
2023-12-04 23:22:22 +01:00
Rémi Verschelde
011a3dbade
Issue template: Change version field to "Tested versions", asking to test earlier versions
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.
2023-12-04 22:50:42 +01:00
Yuri Sizov
10e714a975 Fix the Web platform team's codeowners link 2023-12-04 15:12:06 +01:00
Rémi Verschelde
ba713c80df
Fix various typos with codespell
Using 2.2.7.dev51+geb4a58fe.
2023-11-11 23:01:24 +01:00