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* [Linux] Add arm32/arm64 linux builds supportFabio Alessandrelli2024-02-153-4/+44
| | | | | | | | | 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.
* [Windows/MinGW] Only export extension init symbolFabio Alessandrelli2023-12-222-0/+0
| | | | | | 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++
* [Linux] Only export extension init symbolFabio Alessandrelli2023-12-222-0/+15
| | | | | | | 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.
* [MacOS] Use framekwork to package GDExtensionFabio Alessandrelli2023-12-203-3/+31
| | | | | This allows it to be code-signed as a bundle so gatekeeper won't complain when loaded by the editor.
* Use relative paths in webrtc.gdextensionFabio Alessandrelli2023-10-211-22/+22
| | | | Allows renaming the extension folder.
* Support building for Godot 4.1 (new default).Fabio Alessandrelli2023-06-303-6/+8
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* Build Linux binaries using the Godot toolchian.Fabio Alessandrelli2023-06-301-0/+29
| | | | So we link to very old glibc and support ancient distros.
* Linux ARM32/ARM64, better toolchains support.Fabio Alessandrelli2023-06-211-0/+4
| | | | | | | | | 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.
* [CI] Update static checks, copyright headers.Fabio Alessandrelli2023-05-253-89/+123
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* [CI] Fix python black formatting.Fabio Alessandrelli2023-05-251-19/+11
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* [macOS] Add support for universal builds.Fabio Alessandrelli2023-05-242-14/+3
| | | | | | 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.
* Revert "[Extension] Fix library resource waiting for Godot auto prefix."Fabio Alessandrelli2023-01-131-29/+20
| | | | This reverts commit 0c10a7f3e3c534aff7f31a2a75907230a5353663.
* [Extension] Fix library resource waiting for Godot auto prefix.Fabio Alessandrelli2023-01-121-20/+29
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* Rename osx to macos in webrtc.gdextensionJonathan Picques2022-11-261-4/+4
| | | The plugin wouldn't work with Godot beta 5 because it expects a macos key instead of an osx
* [Upstream] Update to Godot beta 3.Fabio Alessandrelli2022-10-172-10/+53
| | | | | | | 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.
* Disable android 32 bits builds.Fabio Alessandrelli2022-09-112-4/+0
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* Use libdatachannel library, add Godot 4 support.Fabio Alessandrelli2022-06-153-12/+32
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* static checks.Fabio Alessandrelli2021-07-094-0/+235
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* Add missing iOS armv7 entry.Fabio Alessandrelli2021-07-021-0/+1
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* Add mac and ios platforms. Fix GDNLibrary.Fabio Alessandrelli2021-07-011-0/+6
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* Add build support for AndroidRafael Rondao2020-11-071-0/+4
| | | | | | | | | | | | | 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>
* set library paths for Server platformMark Achée2020-06-201-0/+4
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* Build script also create gdnlibFabio Alessandrelli2020-01-031-0/+13