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Cherry-picks for the godot-cpp 4.3 branch - 2nd batch #1632
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(cherry picked from commit f2353da)
(cherry picked from commit 0557197)
This should make all symbols that are not marked otherwise have hidden visibility. There still may be exposed symbols if marked with respective attributes. (cherry picked from commit d18fa92)
(cherry picked from commit 02bdc66)
changed cache type for api file and api dir to FILEPATH and PATH respectively. Minor whitespace. docstring parity (cherry picked from commit 390a9a5)
(cherry picked from commit cb543c1)
This is just a single step, re-arranging the code without actually changing its functionality. new docs/cmake.md moved the block of comments from the start of the CMakeLists.txt into the cmake.md file and converted content to markdown. new cmake/godotcpp.cmake Moved all exposed options into a new function godotcpp_options() Moved configuration and generation code into godotcpp_generate() To get all the options into the godotcpp_options() I changed the logic of GODOT_USE_HOT_RELOAD which I believe is a closer match to scons, that if the options is not set, and the build type is not release, then it defaults to ON. I msvc builds require the default flags to be modified or it will throw errors. I have added the links to articles in the commit, but its about removing the runtime error checks /RTC1 from the CMAKE_CXX_FLAGS_DEBUG variable. This needs to happen before the files are included. https://stackoverflow.com/questions/74426638/how-to-remove-rtc1-from-specific-target-or-file-in-cmake https://discourse.cmake.org/t/how-do-i-remove-compile-options-from-target/5965 Renamed GodotCompilerWarnings.cmake to common_compiler_flags.cmake to match scons Included files explicitly by path, as we dont need to append to the CMAKE_MODULES_PATH which effects the whole build tree. This prevents consumers of the library from clobbering the names of the cmake include files and breaking the build. (cherry picked from commit 2402a04)
and also the default cmake build directory when building in clion cmake-build-* (cherry picked from commit 9f5daa2)
Visual Studio projects are multi-config projects like Ninja-MultiConfig which means you can't set the configuration at configure time as there are multiple, it always chooses the first one by default when not specified in the build command. Instead of this: cmake -DCMAKE_BUILD_TYPE=Release -G"Visual Studio 17 2022" . cmake --build . --verbose It should be this cmake -G"Visual Studio 17 2022" . cmake --build . --verbose --config Release Update ci.yml Because the current build system doesnt use generator expressions for multi config builds, both the CMAKE_BUILD_TYPE and the build --config options need to be set (cherry picked from commit 07704f8)
This is consistent with Godot upstream. (cherry picked from commit 4717a78)
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 78498da)
(cherry picked from commit 83c0f15)
(cherry picked from commit 02fd535)
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It's hard to judge a big PR like this, but I pulled 94d7497 and tried it on my extension. Everything compiled and ran file!
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LGTM
@Ivorforce @paddy-exe Thanks for the review! Any chance you could take a look at the Godot 4.2 version too? #1631 It's has a couple less commits than this one, but no additional ones. |
The 2nd batch of PR's marked with
cherrypick:4.3