24 Commits

Author SHA1 Message Date
Rémi Verschelde
8a943c3f00 Add support for experimental .NET builds (GDExtension) (#136)
This is eventually meant to be unified with the "classical" builds,
but for the initial testing we start with a dedicated "dotnet" build.

Co-authored-by: Raul Santos <raulsntos@gmail.com>
2025-12-02 10:15:49 +01:00
Pāvels Nadtočajevs
74e21311a4 Update access-kit to 0.16.0, reenable it for 32-bit Windows builds. 2025-06-03 10:54:41 +03:00
Rémi Verschelde
8c9fd0328b Define redirect_build_objects=no to avoid copying GBs of bin/obj 2025-05-13 23:23:27 +02:00
Rémi Verschelde
6cc1418b6b Windows: Disable accesskit for x86_32 builds, doesn't work yet with MinGW 2025-04-25 23:55:34 +02:00
Pāvels Nadtočajevs
44992c6c76 Add accesskit-c to the build setup. 2025-03-21 09:47:31 +02:00
Rémi Verschelde
629090d76e Windows: Add extra editor build with steamapi=yes for stable releases 2024-08-15 00:39:35 +02:00
bruvzg
c3f202946a Add commands to make ARM64 Windows engine builds, update Mesa/NIR and ANGLE downloads to the latest releases. 2024-07-22 12:13:53 +03:00
bruvzg
9bba647a8b [Windows] Enabled D3D12 support. 2024-01-04 12:12:26 +02:00
Rémi Verschelde
65cca8165a Update scripts for new Fedora 39 based images for 4.2-beta3 and later
Follow-up to https://github.com/godotengine/build-containers/pull/128.

Also reverts #88 since these new images include JDK 17, and the closure
compiler issue was fixed upstream.

And removes the manual install of gettext which is now also part of the
images.

X11 libs should not be needed to generate the Mono glue anymore (they've been
unnecessary for a while already).
2023-10-24 11:45:29 +02:00
Rémi Verschelde
4863750c00 Download static ANGLE libs to link them in Windows and macOS builds 2023-09-25 15:32:14 +02:00
Rémi Verschelde
72cb40ffad Install gettext in all editor build containers
This enables compiling the PO files to smaller binary MO files,
reducing the size of the editor binary which embeds them.

gettext will be added to the base container but I haven't done it
yet, so for now adding it manually here.
2023-02-14 11:20:33 +01:00
Rémi Verschelde
f95a42611b Unify target/tools arguments after upstream change 2022-10-13 14:10:59 +02:00
Rémi Verschelde
23187596fb .NET 6: Initial port of build scripts for 4.0
Not working yet but cleans up a lot of the Mono stuff we won't need anymore.
2022-08-30 10:12:58 +02:00
Aaron Franke
d68cf1a26e CPU architecture name changes for Windows/Linux outputs from SCons 2022-08-25 09:28:45 -05:00
Aaron Franke
e544bb91dc CPU architecture folder name changes 2022-07-22 18:30:56 -05:00
Rémi Verschelde
295431f722 Update scripts for overhauled build containers (3.x-mono-6.12.0.147)
Cf. https://github.com/godotengine/build-containers/pull/84

- Linux builds are now done on Fedora using a custom Godot SDK instead of
  relying on an old Ubuntu version for portability.
  Removes need for various workarounds.
- macOS Mono builds now include support for Apple Silicon / arm64, both
  architectures are concatenated in universal binaries.

This new config is compatible with the `3.x` branch for Godot 3.4.
It might or might not work as is for `master` / Godot 4.0. Porting it will
be the next step.
2021-07-13 12:12:05 +02:00
Andrii Doroshenko (Xrayez)
f40716e53e Make BUILD_NAME globally configurable 2021-03-06 17:16:24 +02:00
Rémi Verschelde
2190e23987 Use new production=yes option
Equivalent to debug_symbols=no use_lto=yes use_static_cpp=yes.
We keep LTO disabled for iOS as users need to relink on deploy, and that's very slow
and memory hungry with LTO.
2021-02-22 12:13:13 +01:00
Rémi Verschelde
930cdb67c7 Mono: Add net_4_x_win and net_4_x BCLs to templates
Also accommodate recent change with mono-glue files.
2020-01-07 14:48:22 +01:00
Rémi Verschelde
067d3f3a49 Refactor build scripts to allow building only Classical or Mono
The in-container build scripts now get passed CLASSICAL and MONO env
variables which can be used to build one or the other, or both
(default).

`build.sh`, `build-release.sh` and `build-templates.sh` now all expect
command line switches to specify the version details, and optionally
which flavor to build.

For example to build Mono only:

  ./build.sh -v 3.2-beta4 -g master -b mono
  ./build-release.sh -v 3.2-beta4 -b mono
  ./build-templates.sh -v 3.2-beta4 -t 3.2.beta4 -b mono

Also took the opportunity to do some extra cleanup, like removing
unnecessary `builtin_*` options since they all default to True, even
for Linux in 3.2, as well as `use_lto` and `use_static_cpp` options
on platforms which don't implement them.

And I improved the `build-release.sh` script to be a bit easier to
read, and avoid having too many stray folders to cleanup.
The build scripts should now generate the final structure that we'd use
on the official mirrors, with the `mono` distribution as a subfolder of
the main release folder.
2019-12-13 20:05:40 +01:00
Rémi Verschelde
0c2d825451 Port build scripts for Godot 3.2 / master branch
- Add Mono builds for Android.
- Remove now unused `MONO*_PREFIX` env variables (replaced by `mono_prefix`
  command line option).
- Update iOS to SDK 12.4 and darwin17 for proper ARKit support.
- Drop 32-bit support for iOS (armv7, x86).
2019-12-02 09:59:49 +01:00
Rémi Verschelde
09b605f7b9 Make number of build cores configurable in config.sh 2019-12-02 09:57:41 +01:00
Rémi Verschelde
e583fcba03 Cosmetic cleanup and slight refactoring
- Drop unused mandatory -t argument in build.sh.
- Remove infinite retries for OSX and iOS, builds now seem to
  succeed right away and it prevents exiting the script.
- Factor out iOS SDK version.
- Make build order consistent in build.sh and build-release.sh
- Removing trailing whitespace.
2019-12-02 09:57:40 +01:00
Hein-Pieter van Braam-Stewart
8aba1f833a Initial commit 2019-10-01 22:06:35 +02:00