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* Merge pull request #94444 from Repiteo/ci/bump-sconsRémi Verschelde2024-07-221-1/+1
|\ | | | | | | CI: Bump SCons version (4.7.0→4.8.0)
| * CI: Bump SCons version (4.7.0→4.8.0)Thaddeus Crews2024-07-221-1/+1
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* | Merge pull request #94442 from Repiteo/ci/revert-python-versionRémi Verschelde2024-07-221-1/+1
|\ \ | | | | | | | | | Revert "CI: Pin Python 3.12.3 to workaround GHA issue"
| * | Revert "CI: Pin Python 3.12.3 to workaround GHA issue"Thaddeus Crews2024-07-161-1/+1
| |/ | | | | | | This reverts commit 4fd7b2fc0fe654e1fa546881e58051a6aff00163.
* | [CI] Run unit tests on desktop release templatesA Thousand Ships2024-07-183-11/+12
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* | [CI] Upload build cache before running testsA Thousand Ships2024-07-138-17/+67
|/ | | | | | This improves turnaround time on large PRs where compilation is successful but unit testing or similar fails, forcing recompilation of unchanged code
* Update the github Android builds configFredia Huya-Kouadio2024-06-261-14/+40
| | | | | | | | | 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>
* CI: Keep GHA artifacts for 60 daysRémi Verschelde2024-06-211-1/+2
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* C#: Escape generated membersRaul Santos2024-06-151-1/+1
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* CI: Pin Python 3.12.3 to workaround GHA issueRémi Verschelde2024-06-101-1/+1
| | | | | macOS runners can't extract the 3.12.4 tarball properly it seems. https://github.com/actions/setup-python/issues/886
* [CI] Enable ANGLE static linking.bruvzg2024-05-281-1/+12
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* SCons: Bump min version to 3.1.2, test it on CI with one Linux jobRémi Verschelde2024-05-1710-22/+36
| | | | | | | | | | | 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.
* CI: Re-add `CHANGED_FILES` logic for pre-commit checksRémi Verschelde2024-05-111-1/+15
| | | | Fixes #91831.
* Merge pull request #91597 from Repiteo/ci/pre-commit-handle-everythingRémi Verschelde2024-05-081-59/+5
|\ | | | | | | CI: Overhaul static checks to use `pre-commit`
| * CI: Overhaul static checks to use `pre-commit`Thaddeus Crews2024-05-081-59/+5
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* | Style: Trim trailing whitespace and ensure newline at EOFRémi Verschelde2024-05-081-1/+0
| | | | | | | | Found by apply the file_format checks again via #91597.
* | CI: Use Emscripten 3.1.59 for Web platformRémi Verschelde2024-05-081-1/+1
|/ | | | Works around CI failure due to mismatch between current emsdk and older releases.
* Fix various typos with codespellRémi Verschelde2024-05-071-1/+1
| | | | | | | | | 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.
* Buildsystem: Speedup `pre-commit` static checkThaddeus Crews2024-05-011-0/+2
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* [CI] [macOS] Build for both `arm64` and `x86_64`A Thousand Ships2024-04-241-4/+14
| | | | | Creates a universal build, to catch discrepancies on different architectures
* [CI] [macOS] Fix CI with new GitHub runnersA Thousand Ships2024-04-231-1/+1
| | | | | New `macos-latest` run on an arm64 image instead of x86_64 breaking the editor workflow.
* Bump github workflows to SCons 4.7Andrew Morrow2024-04-051-1/+1
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* Remove buggy first interactionAdam Scott2024-04-051-35/+0
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* Fix first interaction line breaksAdam Scott2024-04-041-17/+4
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* Add first interaction action to better inform newcomersAdam Scott2024-04-041-0/+48
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* [CI] Improve fetching of changed filesA Thousand Ships2024-03-281-1/+1
| | | | | | 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
* [CI] Work around diff size limit for static checksA Thousand Ships2024-03-271-1/+1
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* CI: Enable submodules on the checkout actionAaron Franke2024-03-157-0/+14
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* Merge pull request #88671 from akien-mga/ci-actions-updateRémi Verschelde2024-03-066-11/+5
|\ | | | | | | CI: Update actions to latest versions, use default runner .NET version
| * CI: Update actions to latest versions, use default runner .NET versionRémi Verschelde2024-02-226-11/+5
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* | Move dotnet-format script to pre-commitRaul Santos2024-03-021-8/+0
| | | | | | | | Co-authored-by: Paul Joannon <437025+paulloz@users.noreply.github.com>
* | Replace hand-written pre-commit hooks with `pre-commit` Python toolAarni Koskela2024-02-261-15/+4
| | | | | | | | | | | | | | | | | | | | | | `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>
* | Fix lint errors in WebXR moduleDavid Snopek2024-02-231-1/+1
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* | Use godot-cpp 4.2 for the "Godot CPP" CI workflowDavid Snopek2024-02-231-1/+1
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* C#: Run source generators tests in CIRaul Santos2024-02-191-0/+5
| | | | Also fixes ScriptPathAttributeGenerator for generic types and its test.
* Fix formatting in bug report templateA Thousand Ships2024-02-171-1/+1
| | | | Unescaped backtics caused visual bugs
* Remove 3.x references in the pull request templateAdam Scott2024-02-091-2/+0
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* Merge pull request #86006 from AThousandShips/issue_screenshotRémi Verschelde2024-02-091-1/+2
|\ | | | | | | Instruct users to add code/errors as text in issues
| * Instruct users to add code/errors as text in issuesA Thousand Ships2024-01-071-1/+2
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* | Add new VS proj generation logic that supports any platform that wants to opt inAndreia Gaita2024-01-311-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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 ```
* | Add Wayland supportRiteo2024-01-301-0/+5
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* | Merge pull request #86717 from mrbbbaixue/d3d12-sdk-install-pythonRémi Verschelde2024-01-261-22/+3
|\ \ | | | | | | | | | Add a python script to install Direct3D 12 SDK components.
| * | Add a python script to install Direct3D 12 SDK components.MrBBBaiXue2024-01-241-22/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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>
* | | Merge pull request #87575 from akien-mga/ci-emsdk-14Yuri Sizov2024-01-251-1/+2
|\ \ \ | | | | | | | | | | | | CI: Update `mymindstorm/setup-emsdk` to v14, should fix cache folder conflicts
| * | | CI: Update mymindstorm/setup-emsdk to v14, should fix cache folder conflictsRémi Verschelde2024-01-251-1/+2
| |/ / | | | | | | | | | | | | | | | https://github.com/mymindstorm/setup-emsdk/releases/tag/v14 Co-authored-by: Yuri Sizov <yuris@humnom.net>
* | | Merge pull request #87574 from RandomShaper/d3d12_codeownersYuri Sizov2024-01-251-0/+1
|\ \ \ | |/ / |/| | | | | Direct3D 12: Include in CODEOWNERS
| * | Direct3D 12: Include in CODEOWNERSPedro J. Estébanez2024-01-251-0/+1
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* | | Use latest doc version in issue templateA Thousand Ships2024-01-201-1/+1
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* | | Add THREADS_ENABLED macro in order to compile Godot to run on the main threadAdam Scott2024-01-171-4/+26
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* / Reorganize code related to editor themingYuri Sizov2024-01-161-0/+2
|/ | | | | | | | | | | | | 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.