Adds a new system to automatically reorder commands, perform layout transitions and insert synchronization barriers based on the commands issued to RenderingDevice.
It only introduced a difference in a .glsl file, which I've worked
around by removing an empty line. This keeps formatting consistent
between clang-format 15 and 16.
Also added a change in the 3-to-4 project converter to fix bogus
formatting in clang-format < 17.
This allows Godot to automatically compress meshes to save a lot of bandwidth.
In general, this requires no interaction from the user and should result in
no noticable quality loss.
This scheme is not backwards compatible, so we have provided an upgrade
mechanism, and a mesh versioning mechanism.
Existing meshes can still be used as a result, but users can get a
performance boost by reimporting assets.
The UWP platform port was never ported to the Godot 4.0+ API,
and it's now accumulating bitrot as it doesn't compile, and thus
we no longer propagate platform changes in it.
So we finally remove to acknowledge this state. There's still some
interest in reviving the UWP port eventually, especially as support
for Direct3D 12 will soon be merged, but when that happens it will
be easiest to redo it from scratch.
- 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.
This allows limiting framerate on any project, which is useful to
reduce power usage and latency with certain setups (such as VRR displays).
This is particularly useful in projects that do not expose a setting to change
the FPS limit. While external FPS limiters can be used, they can be cumbersome
to set up and result in increased input lag compared to a built-in FPS limiter.
- Ensure that multiple changes to one method cannot hide each other in the CI.
- Check virtual methods for changes.
- Compare the detailed changes to a method.
- Compare enums.
- Fix comparing global enums.
- Use `vformat` to build error messages.
Move the benchmarking measuring methods from `Engine` to `OS` to allow for platform specific overrides (e.g: can be used to hook into platform specific benchmarking and tracing capabilities).
This helps to find such classes without digging
through the rest of the class reference.
Editor-only classes can still be found under
your normal "Node" and "Resource" types.
This also fixes a typo and a missed case from the recent platform docs PR.
- 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.
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.
4 years of development.
12,000 merged pull requests.
7,000 fixed issues.
1,500 individual contributors across engine and docs.
The Godot 4.0 release is by all metrics our biggest release so far.
No stone has been left unturned, all parts of the engine have been
modernized, refactored, overhauled, rewritten, redesigned.
Our work is far from done. Many areas still have significant known issues,
and will require focused work from all willing contributors to fix blocking
bugs, implement missing features, optimize for performance or compatibility,
and improve the user experience.
But Godot 4.0 marks the start of the new, modern Godot Engine, and a solid
foundation for us all to build upon. Future 4.x releases will come with a
much faster cadence, enabling us to iterate quickly on new features and
improvements to what we already provide.
To all of you who were involved in making Godot 4.0 what it is today, however
big or small your contributions were:
THANK YOU!
This was a massive undertaking, and you all participated in unique and
wonderful ways to build a free and open source game engine for everyone to
use and enjoy. You are breathtaking! <3
The default environment already includes everything we need to build
all our configurations.
Remove custom SwiftShader setup as lavapipe should now be good enough,
but we need to install the latest one.
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
Follow-up to https://github.com/godotengine/godot-cpp/pull/960.
Fix exit code for --dump-extension-api and --dump-gdextension-interface.
Removed the planned API validation step as we still didn't implement
anything, and maintaining a stub isn't useful.
Non-exhaustive list of case-sensitive renames:
GDExtension -> GDNative
GDNATIVE -> GDEXTENSION
gdextension -> gdnative
ExtensionExtension ->Extension (for where there was GDNativeExtension)
EXTENSION_EXTENSION ->EXTENSION (for where there was GDNATIVE_EXTENSION)
gdnlib -> gdextension
gdn_interface -> gde_interface
gdni -> gde_interface
Add export options to set Settings and Notification icons on export.
Automatically fill background of the app store icon instead of failing (with warning).
Update development region to use `en` instead of `English`.
- Removed empty paragraphs in XML.
- Consistently use bold style for "Example:", on a new line.
- Fix usage of `[code]` when hyperlinks could be used (`[member]`, `[constant]`).
- Fix invalid usage of backticks for inline code in BBCode.
- Fix some American/British English spelling inconsistencies.
- Other minor fixes spotted along the way, including typo fixes with codespell.
- Don't specify `@GlobalScope` for `enum` and `constant`.
It was failing due to generated files being referenced in
.NET projects but the files are missing because they are
generated by `godot --generate-mono-glue` or
`build_assemblies.py`.
Uses html-eslint for HTML file and eslint-plugin-html for inline
JavaScript.
Use HTML5 (not XHTML), remove CDATA and trailing slashes for self
closing tags.
Add format checks to CI.
Implements https://github.com/godotengine/godot-proposals/issues/3371.
New `target` presets
====================
The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:
- `editor`: Replaces `tools=yes target=release_debug`.
* Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
* Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
* Defines: `-O3`/`/O2`
New `dev_build` option
======================
The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:
- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
enables generating debug symbols, does not define `NDEBUG` so `assert()`
works in thirdparty libraries, adds a `.dev` suffix to the binary name.
Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.
Changed binary names
====================
The name of generated binaries and object files are changed too, to follow
this format:
`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`
For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`
Be sure to update your links/scripts/IDE config accordingly.
More flexible `optimize` and `debug_symbols` options
====================================================
The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:
`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
- `_DEBUG` is MSVC specific so it didn't make much sense to define for
Android and iOS builds.
- iOS was the only platform to define `DEBUG`. We don't use it anywhere
outside thirdparty code, which we usually don't intend to debug, so it
seems better to be consistent with other platforms.
- Consistently define `NDEBUG` to disable assert behavior in both `release`
and `release_debug` targets. This used to be set for `release` for all
platforms, and `release_debug` for Android and iOS only.
- Due to the above, I removed the only use we made of `assert()` in Godot
code, which was only implemented for Unix anyway, should have been
`DEV_ENABLED`, and is in PoolAllocator which we don't actually use.
- The denoise and recast modules keep defining `NDEBUG` even for the `debug`
target as we don't want OIDN and Embree asserting all over the place.
When going from version 14 to 15 it would introduce a tiny change in
`websocket_macros.h` just before the comment re-enabling clang-format,
but this can be solved by just letting it do its work.
Bonus cosmetic change in `math_fieldwise.cpp` where clang-format isn't
used, and bump recommended versions for pre-commit hook to [13; 15].
We want to replace libnethost as it gives us issues with some compilers.
Our implementation tries to mimic libnethost's hostfxr_resolver search
logic. We try to use the same function names for easier comparing in
case we need to update this in the future.
Use isutf8 instead of recode to detect invalid UTF-8 sequences.
Also add the necessary dependencies to run the static checks locally
using act (https://github.com/nektos/act) with the Medium size image.
This was removed in #63481, and we confirmed that it's better like this,
but we add back the possibility to strip CR as an option, to optionally
restore the previous behavior.
For performance this is done directly in `String::parse_utf8`.
Also fixes Android `FileAccess::get_line()` as this one _should_ strip CR.
Supersedes #63717.
This script can be used to make Godot easier to compile on a fresh
macOS installation, including on CI platforms and containers where
the Vulkan SDK isn't preinstalled.
This is automatically enabled on all platforms including
Windows 10 and later, whenever a TTY environment is detected.
In non-TTY environments such as CI, this can be forced using the
`--color` command line argument.
- Print all StringNames, not just the top 100.
- Print statistics at the end of the list of StringNames,
with unreferenced and rarely referenced StringNames.
- List the CLI argument in `--help` and shell completion.
`--profile-gpu` was renamed to `--gpu-profile` for consistency with
`--gpu-abort`.
This also updates the shell completion files to the latest `master`
branch.
This has been superseded by GDExtension so this code is no longer useful
nor usable.
There's still some GDNative-related stuff in platform export code which
needs to be adapted for GDExtension (e.g. to include GDExtension libraries
in exports).
Add localizable string (Dictionary<Lang Code, String>) property editor and property hint.
Add localized "app name" property to the project settings.
Add localized permission and copyright properties to the macOS and iOS export settings.
Remove some duplicated ("app name") and deprecated ("info") macOS and iOS export properties.
Using codespell 2.2-dev from current git.
Added `misc/scripts/codespell.sh` to make it easier to run it once in a
while and update the skip and ignore lists.
All iOS devices since the iPhone 5S support ARMv8 (64-bit).
The last iOS version supported on ARMv7 devices is 10.x, which is
too old to run Godot 4.0 projects since the minimum supported
iOS version is 11.0.
Use an offline first approach, where we prefer the cached version over
the network one.
This forces games using PWA to always re-export the project and not just
the PCK, so that the service worker version gets updated correctly, and
the end-user cache is correctly cleared on update.
Follow-up to #55785.
In `black_format.sh`, the `--exclude` switch was wrongly used. It's a misnomer
that only excludes _untracked_ files, arcane pathspec patterns should instead
be used to exclude _tracked_ files.
Using this newfound knowledge, we can also simplify the other scripts.
Threads are required for the web editor to function. If the web server
is not correctly configured, threads won't be available.
This makes troubleshooting easier for people looking to self-host
the web editor.
The logo's maximum width is now dependent on the viewport height
in addition to the page width. This prevents the "Start Godot editor"
button from overflowing the page on mobile devices (although the
"Clear persistent data" and "Web editor documentation" buttons will
still overflow for now).
This makes for a more seamless-looking address bar/status bar
when using the web editor on a mobile device, either directly
in the brower or installed as a progressive web app.
This also specifies a theme color for the web editor's offline
fallback.
The new default project theme uses StyleBoxFlat extensively for
a more modern design and better scalability to multiple resolutions.
SVG icons are now used in place of PNG icons. While this does not
allow for true vector-based icon drawing (icons are still rasterized
at load-time), this makes the design work easier for contributors
and opens the door to vector drawing in the future (e.g. with polygons
or SDFs).
Like for editor icons, the SVG header file is now built automatically
when a SVG file is changed. This removing the need for running
`make_header.py` manually (TODO).
The "Use Hidpi" project setting has been removed in favor of a
"Default Theme Scale" project setting, which allows creating the
default theme at a higher/lower scale than the default.
This can be used when designing GUIs with a high base resolution
to ensure crisp visuals.
Co-authored-by: Yuri Sizov <yuris@humnom.net>
This fixes window management issues across platforms on hiDPI monitors.
The `--low-dpi` command line argument has been removed as similar
functionality (forcing low-DPI mode on DPI-aware programs) is
already provided by Windows and macOS itself.
Note, the editor build requires the mbedtls module to be manually
enabled, as it is currently needed as a ResourceUID dependency.
This will need to be addressed in a separate PR.
This prevents errors when encountering options which have been defined in newer
versions of clang-format, and are invalid in the YAML for the old version.
Bump minimum supported clang-format version to 12 (where `--Wno-error=unknown`
was added).
Use clang-format 12 on CI (13 is not available yet on the Ubuntu 20.04 images).
Disable minimum amount of spaces in comment prefix for now, as it otherwise
modifies the whole codebase. That's something we probably want to use as it
matches our convention, but we should look into fully converting these
comments to our style guide at the same time.
Default is "Auto", but can be forced to a specific WebGL version if the
automatic detection fails.
The game and editor canvas are now replaced with a new one in the exit
hooks. This helps the browser do some context cleanup, and allow us to
create a new context of a different type (WebGL/WebGL2).