| Commit message (Collapse) | Author | Age | Files | Lines |
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Fix arch detection in GDNative builds (3.x) and add a small patch to
avoid warnings spam on ARM.
Make CMake march flags explicit for Linux arm32/arm64.
Add new platforms to CI.
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When building for Windows using MinGW GCC we need to apply the same
workaround we use on Linux to only export the necessary symbols so we
can safely statically link libstdc++
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Since we link with static libstdc++ we need to tell gcc to only export
the necessary symbols.
Using "-fvisibility=hidden" will not work, since libstdc++ explicitly
exports its symbols.
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This allows it to be code-signed as a bundle so gatekeeper won't
complain when loaded by the editor.
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More compatibility at the cost of bigger binaries.
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The "ios_min_version" is missing from godot-cpp-3.x, and the macos CC
variable is not explicitely set to "clang".
Since the values are passed to cmake, they used to cause unnecessary
rebuilds of libdatchannel when compiling both version 3 and 4.
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Needs updated godot-cpp to build library with custom toolchains.
Make the OpenSSL and CMake tools more customizable letting the user
override the default platform flags via build options.
Improve dependency handling.
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Update ssl tool (now renamed openssl).
Move universal library "lipo" action to openssl tool, and add universal
builds support to cmake tool.
Add support for MSVC builds (requires nasm and perl in PATH, tested with
Strawberry Perl, VS 2019 and VS 2022).
Add support for building "macos" via OSXCross.
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Since the OpenSSL build system does not support macOS universal
binaries, we first need to build the two libraries separately, then we
join them together using lipo.
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Also update godot-cpp-3.x for better cache support.
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Split dependency builders into separate tools, optimize OpenSSL builds.
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libdatachannel and libjuice are now released under MPL 2.0.
Dependencies has been refactored under a `thirdparty` folder similar to
what we have in Godot, with a dedicated `thirdparty/README.md`
containing details information on dependencies upstreams, versions, and
licenses.
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Add version file depenencies to SSL and RTC targets.
Disable OpenSSL caching since it causes issues as it doesn't properly
cache generated header files.
Add hack to prepend PATH and few other vars (should probably be added
to upstream godot-cpp), and clone scons envs when building ssl/rtc (so
that PATHs are properly setup).
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Update build targets.
Move release script out of CI yaml.
Disable debug CI builds for Godot 3.x since they are mostly used for
debugging the extension itself.
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Forces ".dll" extension for library when building with mingw.
Override GDN_EXPORT which is incorrectly defined in the upstream
gdnative headers (3.x) and godot-cpp include (4.0) when building for
windows with mingw.
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Needs a more recent revision of godot-cpp, but can still use
godot-headers from 3.2 . See CI script update for details.
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Will need to be also fixed in upstream godot-cpp.
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Add build support for Android
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To build for Android, use platform=android.
ANDROID_NDK_ROOT env variable needs to be defined.
By default, it builds for armv7 with Api 18.
To build for arm64v8 (or x86, x86_64), use android_arch=arm64v8.
64 bits requires at least Api level 21.
If needed, you can change it with android_api_level=XX.
Signed-off-by: Rafael Rondao <rafael.rondao@gmail.com>
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Python2 has reached end-of-life.
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