| Commit message (Collapse) | Author | Age | Files | Lines |
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Add Linux Editor tests workflow matrix
Add Windows Editor w/ Mono workflow matrix
Add Generate Glue Code job to Windows workflow
Add Build GodotSharp job to Windows workflow
Add godot compatibility version references
Add Godot author info
Add Godot version compatibility info
Add Godot donor info
Add Godot authors and donors to editor_about.cpp
Credits:
Co-authored-by: Skogi <skogi.b@gmail.com>
Co-authored-by: Spartan322 <Megacake1234@gmail.com>
Co-authored-by: swashberry <swashdev@pm.me>
Co-authored-by: Christoffer Sundbom <christoffer_karlsson@live.se>
Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com>
Co-authored-by: McDubh <103212704+mcdubhghlas@users.noreply.github.com>
Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com>
Co-authored-by: radenthefolf <radenthefolf@gmail.com>
Co-authored-by: John Knight <80524176+Tekisasu-JohnK@users.noreply.github.com>
Co-authored-by: Adam Vondersaar <adam.vondersaar@uphold.com>
Co-authored-by: decryptedchaos <nixgod@gmail.com>
Co-authored-by: zaftnotameni <122100803+zaftnotameni@users.noreply.github.com>
Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com>
Co-authored-by: wesam <108880473+wesamdev@users.noreply.github.com>
Co-authored-by: Mister Puma <MisterPuma80@gmail.com>
Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com>
Co-authored-by: SingleError <isaaconeoneone@gmail.com>
Co-authored-by: Bioblaze Payne <BioblazePayne@gmail.com>
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(#151)
* Update config.yml
* Update bug_report.yml
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CI: Support merge queues with default runner
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* Added shared responsibilities for documentation and tests
* Made buildsystem manage all build scripts (uniquely)
* Cleaned up unused cases
* Added unmanaged cases
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[Android editor] Update the Android editor flavors
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Adds an optional (default false) compile option to enable comparing
`Ref` to `nullptr` to ensure correct use, as well as future expandsion
for more general dev checks (enabled with `dev_mode`)
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It has happened repeatedly that C++ code accidentally crept into the
GDExtension C header, a notable example being use of the `bool` type.
This change adds a CI step to check the header with a C-only compiler.
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This is the version we're using for 4.3-stable.
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Also fixes some JSDoc annotations in GodotAudio
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CI: Bump SCons version (4.7.0→4.8.0)
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Revert "CI: Pin Python 3.12.3 to workaround GHA issue"
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This reverts commit 4fd7b2fc0fe654e1fa546881e58051a6aff00163.
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This improves turnaround time on large PRs where compilation is
successful but unit testing or similar fails, forcing recompilation of
unchanged code
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The configuration was updated to generate:
- Godot Android Editor build
- Godot Android template build for arm32
- Godot Android template build for arm64
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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macOS runners can't extract the 3.12.4 tarball properly it seems.
https://github.com/actions/setup-python/issues/886
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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.
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Fixes #91831.
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CI: Overhaul static checks to use `pre-commit`
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Found by apply the file_format checks again via #91597.
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Works around CI failure due to mismatch between current emsdk and older releases.
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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.
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Creates a universal build, to catch discrepancies on different
architectures
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New `macos-latest` run on an arm64 image instead of x86_64 breaking the
editor workflow.
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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
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CI: Update actions to latest versions, use default runner .NET version
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Co-authored-by: Paul Joannon <437025+paulloz@users.noreply.github.com>
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`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>
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