generate compat
generate compat
Update ci.yml
Update binding_generator.py
generate compat
generate compat
lint python files
Update compat_generator.py
update docs
Update binding_generator.py
Update module_converter.py
also collect defines
Add module converter file that converts module based projects to godot_compat
Update ci.yml
update docs
Update compat_generator.py
lint python files
generate compat
generate compat
generate compat
generate compat
Update ci.yml
fix path issue when caling from outside
Update binding_generator.py
update to also take missing classes/structs
Update binding_generator.py
Generate godot compat for dual build
generate compat
generate compat
Update ci.yml
Update binding_generator.py
generate compat
generate compat
lint python files
Update compat_generator.py
update docs
Update binding_generator.py
Update module_converter.py
also collect defines
Add module converter file that converts module based projects to godot_compat
Update ci.yml
update docs
Update compat_generator.py
lint python files
generate compat
generate compat
generate compat
generate compat
Update ci.yml
fix path issue when caling from outside
Add support for build profiles.
Allow enabling or disabling specific classes (which will not be built).
Allow forwarding from `ClassDB` to `ClassDBSingleton` to support enumerations
update to also take missing classes/structs
Update binding_generator.py
update
update naming of files
add godot mappings.
update and run output_header_mapping.json
Update README.md
make godot_compat work without a file generated
fix the test
Update binding_generator.py
Update binding_generator.py
Update binding_generator.py
use files from include too
Update README.md
lint
lint
lint
Update CMakeLists.txt
update to use all. fix linting a bit
update wip
fix posix path
Update CMakeLists.txt
Update binding_generator.py
add using namespace godot; everywhere to includes
fix includes
Try fixes.
generate new include files 123
Update binding_generator.py
Update binding_generator.py
Update binding_generator.py
Update binding_generator.py
update
fix GODOT_MODULE_COMPAT
fix manual includes to match.
Update godot.hpp
Update color_names.inc.hpp
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 78498da7c3)
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 f36acd8e31)
SUPPORT_LONGJMP have changed since emscripten 3.1.32 to default to
"wasm" mode when exceptions are enabled, and "emscripten" mode when
disabled.
While we generally doesn't use exception in core, linked libraries may
need them, and emscripten don't plan to support WASM EH + Emscripten
SjLj in the long term.
Split `targets` tool logic, moving all the compiler-specific flags to a
new `common_compiler_flags.py` file, and everything else (CPPDEFINES,
optimize option logic, dev build logic, etc) to the `godotcpp` tool.
The default tools now apply the common compiler flags by importing the
file and explicitly calling `configure`.
This comment enables the possibility to build the "compile_commands.json"
file by only using `scons -Q compiledb`. No need to use the argument
`compiledb=yes`.
And when using the `compiledb=yes`, it will create a
"compiled_commands.json" automatically.
Added changes to tools/javascript.py to add PFlags to fix SharedArrayBuffer memory error.
Corrected some small errors in tools/javascript.py to support new target names.
Also updated ci to include validation for web build.
- Reorders existing code to match Godot.
- Adds `NDEBUG` for non-dev builds.
- Adds `-gdwarf-4` for Clang debug symbols.
- Adds strip link flag for GCC/Clang builds without debug symbols.
Create the SCons Environment with an empty PLATFORM variable to force
the default tools to use the GNU toolchain.
Platform specific toolchains are then setup in our custom tools.
Now matches Godot `master` target names and supports the same flags with
the following notable exceptions:
- The default target is "template_debug", since it's compatible with
editor builds (and TOOLS_ENABLED is never used internally).
- separate_debug_symbols is still not supported, and will be done in a
separate commit.