| Commit message (Collapse) | Author | Age | Files | Lines |
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Fix create_test.py missing Redot copyright reference
(cherry picked from commit 08b664511b0b984309dab13efc27ad2703d4ff18)
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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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Features:
- Debug-only tracking of objects by type. See
get_driver_allocs_by_object_type et al.
- Debug-only Breadcrumb info for debugging GPU crashes and device lost
- Performance report per frame from get_perf_report
- Some VMA calls had to be modified in order to insert the necessary
memory callbacks
Functionality marked as "debug-only" is only available in debug or dev
builds.
Misc fixes:
- Early break optimization in RenderingDevice::uniform_set_create
============================
The work was performed by collaboration of TheForge and Google. I am
merely splitting it up into smaller PRs and cleaning it up.
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Having hardcoded offsets is a problem if the copyright header ever changes
or when running on forks with different copyright header formats.
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• Set to "manual" so it isn't invoked in normal workflow
• Modernize `.clang-tidy` file
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Update dependencies in D3D12 SDK installer script
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- Add colored console output.
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GDB supports custom pretty-printers implemented in Python.
When debugging Godot, checking the values of Strings and StringNames
in the debugger was very inconvenient as the data is fairly deep
in the structure. This makes the values immediately visible.
The custom pretty printer can be taken into use manually by calling
`source misc/scripts/godot_gdb_pretty_print.py` in the GDB console.
In VS code, it can be activated by default by adding the source
command to the `setupCommands` of the configuration in launch.json.
Like this:
```json
// launch.json
{
"configurations": [
{
"name": "C/C++: debug,
"type": "cppdbg",
...
"MIMode": "gdb",
"setupCommands": [
{
"description": "Enable pretty-printing for gdb",
"text": "-enable-pretty-printing",
"ignoreFailures": true
},
{
"description": "Load custom pretty-printers for Godot types.",
"text": "source ${workspaceRoot}/misc/scripts/godot_gdb_pretty_print.py"
}
],
"miDebuggerPath": "gdb"
}
],
"version": "2.0.0"
}
```
Extended the pretty-printer python script to support Vectors.
The printer needs to be uncomfortably aware of CowData
implementation details, but I don't think there is any
way around that.
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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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It was only running on the first file passed by pre-commit, instead of all.
Fixes compatibility with Windows paths to get the basename.
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• Ensure utf-8 encoding if previously unspecified
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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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Fix a couple GCC warnings.
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Using 2.2.7.dev115+g0eb441d6.
Had to add `cancelled` to the ignore list, as it's a Wayland signal which
we're handling in our code, so we don't want codespell to fix that "typo".
Also includes the typo fix from #87927.
Co-authored-by: Divyanshu Shekhar <61140213+divshekhar@users.noreply.github.com>
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Prevents errors with input being invalid format strings
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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>
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Using 2.2.7.dev51+geb4a58fe.
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EGL_ANDROID_blob_cache caching.
Co-authored-by: Riteo <riteo@posteo.net>
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Add static check for overzealous .gitignores and fix an example of such.
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- Add compatibility methods for `RenderingDevice::shader_create_from_bytecode`
and `CodeEdit::get_text_for_symbol_loopup`.
- Silence errors which now have compatibility methods.
- Acknowledge GraphEdit/GraphNode compat breakage, intended and WIP.
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And ignore some false positives introduced by recent versions of codespell.
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known changes.
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- file_format, header_guards and clang-format benefit from this short list.
- dotnet-format, Python and JS checks don't, but they're only relevant for
PRs changing a specific set of files, so we skip them when those files
aren't modified.
The logic to get changed files only works reliably for:
- Pull request events
- Non-force pushed push events
So when force pushing a branch in your fork, or creating a new branch,
it will still scan all files as fallback.
Upgraded CI runner to Ubuntu 22.04 so we get clang-format 14 out of the box,
so we don't need to install a custom version (saves ~15 s). We also cache
the APT dependencies to speed up the build and avoid flaky Ubuntu/Microsoft
repos.
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GitHub Actions seems to be hiding colored whitespace, and after lots of
attempts I couldn't find a way to work it around.
So instead I'm using a perl expression to replace trailing spaces with
`·` and tabs with `<TAB>` in the ANSI colored diff output. This ensure
that they're visible, and they are properly colored as expected too.
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Finally do the childs -> children rename too.
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And include #72377.
Co-authored-by: Wiktor Kocielski <withaust@gmail.com>
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