| Commit message (Collapse) | Author | Age | Files | Lines |
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Sync with tag redot-4.3-stable (Redot-Engine/redot-engine@a06b0a0)
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(Redot-Engine/redot-engine@a06b0a021c7ed07e3c1fa45392fa0ab49453c395)
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Sync with tag redot-4.3-rc.4 (Redot-Engine/redot-engine@364a394)
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(Redot-Engine/redot-engine@364a394be03f7b22e8c4f66e51639ae731fe7ae1)
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Sync with tag redot-4.3-rc.3 (Redot-Engine/redot-engine@71193c7)
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(Redot-Engine/redot-engine@71193c70f73ba4b609e20d7e70b97686a7bc01df)
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Sync with tag redot-4.3-rc.2 (Redot-Engine/redot-engine@afc82bc)
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(Redot-Engine/redot-engine@afc82bc08531e6720f2442ad2b5e07d2e9d1dddd)
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[4.3] Fix error from wrong CI test branch
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Sync with tag redot-4.3-rc.1 (Redot-Engine/redot-engine@dceac0a)
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(Redot-Engine/redot-engine@dceac0ae5bbccfccb1ca482c215271219be6d67e)
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Sync with tag redot-4.3-beta.3 (Redot-Engine/redot-engine@9bbd803)
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(Redot-Engine/redot-engine@9bbd8033be575a39f36cb2bc06b6eaceeeefe4d6)
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[4.3] Merge commit godotengine/godot-cpp@56571dc
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Cherry-picks for the godot-cpp 4.3 branch - 2nd batch
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(cherry picked from commit 02fd535454773edb1a8c4b52d5b851e863660246)
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(cherry picked from commit 83c0f15ab95d608f2c39eda942ee4a51cc1f0456)
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Required since Godot 4.3, which is also the first Godot version with
wide WASM gdnative support (previous versions were Chrome-only, and very
brittle).
(cherry picked from commit 78498da7c329141ba3c54e43561bf470a86b3dab)
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This is consistent with Godot upstream.
(cherry picked from commit 4717a781445d9d1e9044602925cd9640b73a1b28)
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Visual Studio projects are multi-config projects like Ninja-MultiConfig which means you can't set the configuration at configure time as there are multiple, it always chooses the first one by default when not specified in the build command.
Instead of this:
cmake -DCMAKE_BUILD_TYPE=Release -G"Visual Studio 17 2022" .
cmake --build . --verbose
It should be this
cmake -G"Visual Studio 17 2022" .
cmake --build . --verbose --config Release
Update ci.yml
Because the current build system doesnt use generator expressions for multi config builds, both the CMAKE_BUILD_TYPE and the build --config options need to be set
(cherry picked from commit 07704f8f48308b83fc99c67b33a10027aa5a7846)
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and also the default cmake build directory when building in clion cmake-build-*
(cherry picked from commit 9f5daa2d904c8acae0540c11ee35cd1f78724429)
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This is just a single step, re-arranging the code without actually changing its functionality.
new docs/cmake.md
moved the block of comments from the start of the CMakeLists.txt into the cmake.md file and converted content to markdown.
new cmake/godotcpp.cmake
Moved all exposed options into a new function godotcpp_options()
Moved configuration and generation code into godotcpp_generate()
To get all the options into the godotcpp_options() I changed the logic of GODOT_USE_HOT_RELOAD which I believe is a closer match to scons, that if the options is not set, and the build type is not release, then it defaults to ON.
I msvc builds require the default flags to be modified or it will throw errors. I have added the links to articles in the commit, but its about removing the runtime error checks /RTC1 from the CMAKE_CXX_FLAGS_DEBUG variable. This needs to happen before the files are included.
https://stackoverflow.com/questions/74426638/how-to-remove-rtc1-from-specific-target-or-file-in-cmake
https://discourse.cmake.org/t/how-do-i-remove-compile-options-from-target/5965
Renamed GodotCompilerWarnings.cmake to common_compiler_flags.cmake to match scons
Included files explicitly by path, as we dont need to append to the CMAKE_MODULES_PATH which effects the whole build tree.
This prevents consumers of the library from clobbering the names of the cmake include files and breaking the build.
(cherry picked from commit 2402a044ebc2189f6c725b9a64c66c9bc2e5c616)
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(cherry picked from commit cb543c192aef18b3e9b9d2c9f2ba770a4e574ad0)
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changed cache type for api file and api dir to FILEPATH and PATH respectively.
Minor whitespace.
docstring parity
(cherry picked from commit 390a9a5590c9e162f838fb7ed5a58e45d5b14643)
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(cherry picked from commit 02bdc6665af45777b4d57120690a829d1c4445fc)
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This should make all symbols that are not marked otherwise have hidden
visibility. There still may be exposed symbols if marked with respective
attributes.
(cherry picked from commit d18fa929fbbf6d886e9122e1de948da94c29f54f)
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(cherry picked from commit 05571971cc4b57f34c1fce180c2df20750c5bc90)
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(cherry picked from commit f2353da5a35a5397a02d4fb47250244c988cfaeb)
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[4.3] Fix README documentation issues
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Fix redot-cpp rebranding for minor docs
(cherry picked from commit 246d3ecb5782f1f2db90a910e956fbc006972bd7)
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[4.3] Rebrand godot-cpp to redot-cpp
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(Redot-Engine/redot-engine@92225b33c283bff14c105c4d44c22a831601721b)
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(cherry picked from commit 35f01391e0dd380c58f085badbf7be22a627c9f9)
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[4.3] Revert "Unexpose `UtilityFunctions::is_instance_valid()`"
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This reverts commit 56cd3fd99eb76ca3da33dafb694828a7306b2c81.
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Cherry-picks for the godot-cpp 4.3 branch - 1st batch
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(cherry picked from commit 92ace04989bdf8d7d94846f059eeccd723f9b885)
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As was fixed with godotengine/godot#91208
(cherry picked from commit 7b31f39beaca1a98307402f53d69f3657f3bed86)
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Was using CPPFLAGS, but should use the explicit scons CCFLAGS which
makes it clear they are applied to both the C and C++ compiler.
CPPFLAGS was also fine (they are preprocessor flags, also applied to
both C and C++), but we should try to stay consistent with what we do
in Godot.
(cherry picked from commit f36acd8e312c916c7e53364e1b0bd8eec3e4410e)
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(cherry picked from commit 10c3d1bc5f7f68bb4e260f32b9a8b529d23873ba)
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The engine uses the names `int` and `float` to refer to the 64-bit types, so in the bindings generator we have a hardcoded conversion for those types.
But this type conversion should not be used for metadata. Even though the underlying type should still be 64-bit for interop, metadata is meant to specify the correct type to expose. So if metadata says `float` it means the type is really meant to be a 32-bit `float` and not `double`. Other hardcoded type conversions (`int` and `Nil`) won't ever be metadata.
This change corrects the `float` type, to use the right type in the generated C++ code. Before we were always using `double` due to this type conversion.
(cherry picked from commit 48291990817fbaa8cc2d0307a16d7345bf62da52)
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gdextension: Sync with upstream commit 77dcf97d82cbfe4e4615475fa52ca03da645dbd8 (4.3-stable)
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77dcf97d82cbfe4e4615475fa52ca03da645dbd8 (4.3-stable)
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Fix missing type info for PackedVector4Array
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