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Merge pull request #2 from godotengine/master
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Rustmilian authored Sep 27, 2023
2 parents f38b540 + 251fb83 commit 8d274b1
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10 changes: 0 additions & 10 deletions .editorconfig
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Expand Up @@ -21,13 +21,3 @@ indent_size = 4
[*.{yml,yaml}]
indent_style = space
indent_size = 2

# GDScript unit test files
[*.gd]
indent_style = tab
indent_size = 4
insert_final_newline = true
trim_trailing_whitespace = true

[*.out]
insert_final_newline = true
3 changes: 2 additions & 1 deletion .github/CODEOWNERS
Validating CODEOWNERS rules …
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Expand Up @@ -68,6 +68,7 @@ doc_classes/* @godotengine/documentation
# Misc

/misc/ @godotengine/buildsystem
/misc/extension_api_validation/ @godotengine/gdextension @godotengine/dotnet

# Modules

Expand Down Expand Up @@ -154,11 +155,11 @@ doc_classes/* @godotengine/documentation
/scene/debugger/ @godotengine/debugger
/scene/gui/ @godotengine/gui-nodes
/scene/main/ @godotengine/core
/scene/resources/default_theme/ @godotengine/gui-nodes
/scene/resources/font.* @godotengine/gui-nodes
/scene/resources/text_line.* @godotengine/gui-nodes
/scene/resources/text_paragraph.* @godotengine/gui-nodes
/scene/resources/visual_shader*.* @godotengine/shaders
/scene/theme/ @godotengine/gui-nodes

# Servers

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26 changes: 16 additions & 10 deletions .github/ISSUE_TEMPLATE/bug_report.yml
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Expand Up @@ -5,28 +5,32 @@ body:
- type: markdown
attributes:
value: |
- Read our [CONTRIBUTING.md guide](https://github.com/godotengine/godot/blob/master/CONTRIBUTING.md#reporting-bugs) on reporting bugs.
- When reporting bugs, you'll make our life simpler (and the fix will come sooner) if you follow the guidelines in this template.
- Write a descriptive issue title above.
- Search [open](https://github.com/godotengine/godot/issues) and [closed](https://github.com/godotengine/godot/issues?q=is%3Aissue+is%3Aclosed) issues to ensure it has not already been reported.
- The golden rule is to **always open *one* issue for *one* bug**. If you notice several bugs and want to report them, make sure to create one new issue for each of them.
- Search [open](https://github.com/godotengine/godot/issues) and [closed](https://github.com/godotengine/godot/issues?q=is%3Aissue+is%3Aclosed) issues to ensure it has not already been reported. If you don't find a relevant match or if you're unsure, don't hesitate to **open a new issue**. The bugsquad will handle it from there if it's a duplicate.
- Verify that you are using a [supported Godot version](https://docs.godotengine.org/en/stable/about/release_policy.html).
- type: input
attributes:
label: Godot version
description: >
Specify the Git commit hash if using a development or non-official build.
Specify the Godot version, including the Git commit hash if using a development or non-official build. The exact Godot version (including the commit hash) can be copied by clicking the version shown in the editor (bottom bar) or in the project manager (top bar).
If you use a custom build, please test if your issue is reproducible in official builds too.
placeholder: 3.3.stable, 4.0.dev (3041becc6)
placeholder: 3.5.stable, 4.0.dev [3041becc6]
validations:
required: true

- type: input
attributes:
label: System information
description: |
Specify the OS version, and when relevant hardware information.
For graphics-related issues, specify the GPU model, driver version, and the rendering backend (GLES2, GLES3, Vulkan).
placeholder: Windows 10, GLES3, Intel HD Graphics 620 (27.20.100.9616)
- Specify the OS version, and when relevant hardware information.
- For issues that are likely OS-specific and/or graphics-related, please specify the CPU model and architecture.
- For graphics-related issues, specify the GPU model, driver version, and the rendering backend (GLES2, GLES3, Vulkan).
- **Bug reports not including the required information may be closed at the maintainers' discretion.** If in doubt, always include all the requested information; it's better to include too much information than not enough information.
- **Starting from Godot 4.1, you can copy this information to your clipboard by using *Help > Copy System Info* at the top of the editor window.**
placeholder: Windows 10 - Godot v4.0.3.stable - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 970 (nvidia, 510.85.02) - Intel Core i7-10700KF CPU @ 3.80GHz (16 Threads)
validations:
required: true

Expand All @@ -52,8 +56,10 @@ body:
attributes:
label: Minimal reproduction project
description: |
A small Godot project which reproduces the issue, with no unnecessary files included. Be sure to not include the `.godot` folder in the archive (but keep `project.godot`).
Required, unless the reproduction steps are trivial and don't require any project files to be followed. In this case, write "N/A" in the field.
Drag and drop a ZIP archive to upload it. **Do not select another field until the project is done uploading.**
- A small Godot project which reproduces the issue, with no unnecessary files included. Be sure to not include the `.godot` folder in the archive (but keep `project.godot`).
- Required, unless the reproduction steps are trivial and don't require any project files to be followed. In this case, write "N/A" in the field.
- Drag and drop a ZIP archive to upload it. **Do not select another field until the project is done uploading.**
- **Note for C# users:** If your issue is *not* Mono-specific, please upload a minimal reproduction project written in GDScript or VisualScript. This will make it easier for contributors to reproduce the issue locally as not everyone has a Mono setup available.
- **If you've been asked by a maintainer to upload a minimal reproduction project, you *must* do so within 7 days.** Otherwise, your bug report will be closed as it'll be considered too difficult to diagnose.
validations:
required: true
3 changes: 3 additions & 0 deletions .github/PULL_REQUEST_TEMPLATE.md
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Expand Up @@ -4,4 +4,7 @@ PRs can target `3.x` if the same change was done in `master`, or is not relevant
Relevant fixes are cherry-picked for stable branches as needed by maintainers.
You can mention in the description if the change is compatible with `3.x`.
To speed up the contribution process and avoid CI errors, please set up pre-commit hooks locally:
https://docs.godotengine.org/en/latest/contributing/development/code_style_guidelines.html
-->
18 changes: 18 additions & 0 deletions .github/actions/download-artifact/action.yml
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@@ -0,0 +1,18 @@
name: Download Godot artifact
description: Download the Godot artifact.
inputs:
name:
description: The artifact name.
default: "${{ github.job }}"
path:
description: The path to download and extract to.
required: true
default: "./"
runs:
using: "composite"
steps:
- name: Download Godot Artifact
uses: actions/download-artifact@v3
with:
name: ${{ inputs.name }}
path: ${{ inputs.path }}
24 changes: 24 additions & 0 deletions .github/actions/godot-api-dump/action.yml
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@@ -0,0 +1,24 @@
name: Dump Godot API
description: Dump Godot API for GDExtension
inputs:
bin:
description: The path to the Godot executable
required: true
runs:
using: "composite"
steps:
# Dump GDExtension interface and API
- name: Dump GDExtension interface and API for godot-cpp build
shell: sh
run: |
${{ inputs.bin }} --headless --dump-gdextension-interface --dump-extension-api
mkdir godot-api
cp -f gdextension_interface.h godot-api/
cp -f extension_api.json godot-api/
- name: Upload API dump
uses: ./.github/actions/upload-artifact
with:
name: 'godot-api-dump'
path: './godot-api/*'

13 changes: 13 additions & 0 deletions .github/actions/godot-cache/action.yml
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Expand Up @@ -16,7 +16,20 @@ runs:
with:
path: ${{inputs.scons-cache}}
key: ${{inputs.cache-name}}-${{env.GODOT_BASE_BRANCH}}-${{github.ref}}-${{github.sha}}

# We try to match an existing cache to restore from it. Each potential key is checked against
# all existing caches as a prefix. E.g. 'linux-template-minimal' would match any cache that
# starts with "linux-template-minimal", such as "linux-template-minimal-master-refs/heads/master-6588a4a29af1621086feac0117d5d4d37af957fd".
#
# We check these prefixes in this order:
#
# 1. The exact match, including the base branch, the commit reference, and the SHA hash of the commit.
# 2. A partial match for the same base branch and the same commit reference.
# 3. A partial match for the same base branch and the base branch commit reference.
# 4. A partial match for the same base branch only (not ideal, matches any PR with the same base branch).

restore-keys: |
${{inputs.cache-name}}-${{env.GODOT_BASE_BRANCH}}-${{github.ref}}-${{github.sha}}
${{inputs.cache-name}}-${{env.GODOT_BASE_BRANCH}}-${{github.ref}}
${{inputs.cache-name}}-${{env.GODOT_BASE_BRANCH}}-refs/heads/${{env.GODOT_BASE_BRANCH}}
${{inputs.cache-name}}-${{env.GODOT_BASE_BRANCH}}
18 changes: 18 additions & 0 deletions .github/actions/godot-converter-test/action.yml
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@@ -0,0 +1,18 @@
name: Test Godot project converter
description: Test the Godot project converter.
inputs:
bin:
description: The path to the Godot executable
required: true
runs:
using: "composite"
steps:
- name: Test 3-to-4 conversion
shell: sh
run: |
mkdir converter_test
cd converter_test
touch project.godot
../${{ inputs.bin }} --headless --validate-conversion-3to4
cd ..
rm converter_test -rf
37 changes: 37 additions & 0 deletions .github/actions/godot-project-test/action.yml
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@@ -0,0 +1,37 @@
name: Test Godot project
description: Run the test Godot project.
inputs:
bin:
description: The path to the Godot executable
required: true
runs:
using: "composite"
steps:
# Download and extract zip archive with project, folder is renamed to be able to easy change used project
- name: Download test project
shell: sh
run: |
wget https://github.com/godotengine/regression-test-project/archive/4.0.zip
unzip 4.0.zip
mv "regression-test-project-4.0" "test_project"
# Editor is quite complicated piece of software, so it is easy to introduce bug here.

- name: Open and close editor (Vulkan)
shell: sh
run: |
xvfb-run ${{ inputs.bin }} --audio-driver Dummy --editor --quit --path test_project 2>&1 | tee sanitizers_log.txt || true
misc/scripts/check_ci_log.py sanitizers_log.txt
- name: Open and close editor (GLES3)
shell: sh
run: |
DRI_PRIME=0 xvfb-run ${{ inputs.bin }} --audio-driver Dummy --rendering-driver opengl3 --editor --quit --path test_project 2>&1 | tee sanitizers_log.txt || true
misc/scripts/check_ci_log.py sanitizers_log.txt
# Run test project
- name: Run project
shell: sh
run: |
xvfb-run ${{ inputs.bin }} 40 --audio-driver Dummy --path test_project 2>&1 | tee sanitizers_log.txt || true
misc/scripts/check_ci_log.py sanitizers_log.txt
4 changes: 2 additions & 2 deletions .github/workflows/android_builds.yml
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Expand Up @@ -4,7 +4,7 @@ on:

# Global Settings
env:
# Only used for the cache key. Increment version to force clean build.
# Used for the cache key. Add version suffix to force clean build.
GODOT_BASE_BRANCH: master
SCONSFLAGS: verbose=yes warnings=extra werror=yes debug_symbols=no module_text_server_fb_enabled=yes

Expand All @@ -18,7 +18,7 @@ jobs:
name: Template (target=template_release)

steps:
- uses: actions/checkout@v3
- uses: actions/checkout@v4

- name: Set up Java 11
uses: actions/setup-java@v3
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56 changes: 56 additions & 0 deletions .github/workflows/godot_cpp_test.yml
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@@ -0,0 +1,56 @@
name: 🪲 Godot CPP
on:
workflow_call:

# Global Settings
env:
# Used for the cache key. Add version suffix to force clean build.
GODOT_BASE_BRANCH: master
# Used for the godot-cpp checkout.
GODOT_CPP_BRANCH: '4.1'

concurrency:
group: ci-${{github.actor}}-${{github.head_ref || github.run_number}}-${{github.ref}}-cpp-tests
cancel-in-progress: true

jobs:
godot-cpp-tests:
runs-on: "ubuntu-20.04"
name: "Build and test Godot CPP"
steps:
- uses: actions/checkout@v4

- name: Setup python and scons
uses: ./.github/actions/godot-deps

# Checkout godot-cpp
- name: Checkout godot-cpp
uses: actions/checkout@v4
with:
repository: godotengine/godot-cpp
ref: ${{ env.GODOT_CPP_BRANCH }}
submodules: 'recursive'
path: 'godot-cpp'

# Download generated API dump
- name: Download GDExtension interface and API dump
uses: ./.github/actions/download-artifact
with:
name: 'godot-api-dump'
path: './godot-api'

# Extract and override existing files with generated files
- name: Extract GDExtension interface and API dump
run: |
cp -f godot-api/gdextension_interface.h godot-cpp/gdextension/
cp -f godot-api/extension_api.json godot-cpp/gdextension/
# TODO: Add caching to the scons build and store it for CI via the godot-cache
# action.

# Build godot-cpp test extension
- name: Build godot-cpp test extension
run: |
cd godot-cpp/test
scons target=template_debug dev_build=yes
cd ../..
4 changes: 2 additions & 2 deletions .github/workflows/ios_builds.yml
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Expand Up @@ -4,7 +4,7 @@ on:

# Global Settings
env:
# Only used for the cache key. Increment version to force clean build.
# Used for the cache key. Add version suffix to force clean build.
GODOT_BASE_BRANCH: master
SCONSFLAGS: verbose=yes warnings=extra werror=yes debug_symbols=no module_text_server_fb_enabled=yes

Expand All @@ -18,7 +18,7 @@ jobs:
name: Template (target=template_release)

steps:
- uses: actions/checkout@v3
- uses: actions/checkout@v4

- name: Setup Godot build cache
uses: ./.github/actions/godot-cache
Expand Down
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