Commit Graph

14 Commits

Author SHA1 Message Date
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