Merge pull request #12225 from godotengine/no-trailing-whitespace

Add CI check for trailing whitespace
This commit is contained in:
Max Hilbrunner
2026-08-05 09:40:22 +02:00
committed by GitHub
76 changed files with 442 additions and 429 deletions

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@@ -67,7 +67,7 @@ To create an Xcode project like in the official builds, you need to use the
template located in ``misc/dist/apple_embedded_xcode``. The release and debug libraries
should be placed in ``libgodot.ios.debug.xcframework`` and
``libgodot.ios.release.xcframework`` respectively. Camera module libraries
should be placed in ``libgodot_camera.ios.debug.xcframework`` and
should be placed in ``libgodot_camera.ios.debug.xcframework`` and
``libgodot_camera.ios.release.xcframework``. This process can be automated
by using the ``generate_bundle=yes`` option on the *last* SCons command used to
build export templates (so that all binaries can be included).

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@@ -32,7 +32,7 @@ build the project and only exists for loading the project in JetBrains IDEs.
- CLion will attempt to detect your Visual Studio installation. If it is unsuccessful, use the file icon to the right of ``Toolset:`` to select the directory with your Visual Studio installation.
You may exit and reload CLion and it will reload ``compile_commands.json``
.. figure:: img/clion_visual_studio_toolchain.webp
:align: center

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@@ -122,7 +122,7 @@ then run it with the ``--dump-extension-api`` flag:
git switch master
scons
godot --dump-extension-api
This will create a file named ``extension_api.json`` in your current directory. Switch to your feature branch, recompile Godot,
and then run it with the ``--validate-extension-api`` flag followed by the path to the ``extension_api.json`` file you just generated:

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@@ -92,7 +92,7 @@ Godot currently supports three tracing profilers:
.. note::
Perfetto is the default tracing system for Android, so pre-built export templates
with Perfetto built-in and enabled are provided from
with Perfetto built-in and enabled are provided from
the `GitHub Releases page <https://github.com/godotengine/godot-builds/releases>`__.
In order to use either of them, you'll need to build the engine from source.

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@@ -11,26 +11,26 @@ service has been built into the platform since Android 9.
Using official Perfetto templates
---------------------------------
Starting with Godot 4.7, Perfetto export templates are provided for every stable Godot release and can be
Starting with Godot 4.7, Perfetto export templates are provided for every stable Godot release and can be
downloaded from the `GitHub Releases page <https://github.com/godotengine/godot/releases/>`_.
Using the Gradle build template
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Navigate to the release page and download the ``Godot_v<godot_version>_android_source.perfetto.zip``
- Navigate to the release page and download the ``Godot_v<godot_version>_android_source.perfetto.zip``
release artifact where ``godot_version`` corresponds to the version of the engine being used.
- In the **Project > Export** dialog, **Advanced Options** and **Use Gradle Build** must be enabled.
- Point **Android Source Template** to the downloaded export template.
.. image:: img/cpp_profiler_perfetto_gradle_build_config.webp
Follow the instructions in the :ref:`Configuration section <doc_profiler_perfetto_configuration>` to
Follow the instructions in the :ref:`Configuration section <doc_profiler_perfetto_configuration>` to
learn how to configure and create a trace.
Using non-gradle build templates
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Navigate to the release page and download the following release artifacts
- Navigate to the release page and download the following release artifacts
where ``godot_version`` corresponds to the version of the engine being used:
- ``Godot_v<godot_version>_android_debug.perfetto.apk`` (for debug builds)
@@ -45,13 +45,13 @@ Using non-gradle build templates
.. image:: img/cpp_profiler_perfetto_non_gradle_build_config.webp
Follow the instructions in the :ref:`Configuration section <doc_profiler_perfetto_configuration>` to
Follow the instructions in the :ref:`Configuration section <doc_profiler_perfetto_configuration>` to
learn how to configure and create a trace.
Custom Godot builds with Perfetto support
-----------------------------------------
From the ``godot`` root directory, run the following python script to install
From the ``godot`` root directory, run the following python script to install
the latest version of the Perfetto SDK under ``thirdparty/perfetto``:
.. code-block:: shell
@@ -113,12 +113,12 @@ Create a file called ``godot.config`` with this content:
Godot records two categories of track events:
- **godot**: Used to record Godot engine events. This is used for performance analysis.
Event tracing overhead should not significantly impact performance.
- **godot**: Used to record Godot engine events. This is used for performance analysis.
Event tracing overhead should not significantly impact performance.
This should be the typical tracing mode for most developers.
- **godot_scripting**: Used to record Godot scripting events.
This is a slow category as it profiles the entire game scripting logic.
This is used for code understanding / debugging / finding what caused a frame hitch.
- **godot_scripting**: Used to record Godot scripting events.
This is a slow category as it profiles the entire game scripting logic.
This is used for code understanding / debugging / finding what caused a frame hitch.
Performance is much slower, but it helps to find that one problematic function call that was otherwise hidden.
Record a trace
@@ -128,7 +128,7 @@ Finally, launch your game on an Android device using the export templates you
built earlier.
When you're ready to record a trace (for example, when you've hit the part of
your game that is exhibiting performance issues), you can
your game that is exhibiting performance issues), you can
use `this script from the Perfetto GitHub repository <https://github.com/google/perfetto/blob/main/tools/record_android_trace>`_.
.. code-block:: shell

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@@ -13,11 +13,11 @@ What for?
---------
Vendor runtime modules provide developers with access to vendor-specific optimizations, features,
and/or platforms for their running projects.
and/or platforms for their running projects.
This provides benefits to vendors who are able to expose their technologies to all developers,
and improve and refine them in a rapid, iterative, and frictionless manner.
This also provides benefits to developers and users who are able to access and use a diverse range of vendor
This also provides benefits to developers and users who are able to access and use a diverse range of vendor
technologies to improve their games.
Creating a vendor runtime module
@@ -56,7 +56,7 @@ Follow :ref:`these instructions <doc_making_plugins_template>` to start creating
pass
The next step is to define and instantiate an :ref:`EditorExportPlugin<class_EditorExportPlugin>` instance.
The next step is to define and instantiate an :ref:`EditorExportPlugin<class_EditorExportPlugin>` instance.
The :ref:`EditorExportPlugin<class_EditorExportPlugin>` instance is used to hook into the export flow and
replace the default export templates with the ones generated from the vendor runtime module.
@@ -95,7 +95,7 @@ Using our base editor plugin template code above, an example implementation look
var overrides = {}
if not _supports_platform(platform):
return overrides
# Overrides Android export preset's "custom_template" options.
overrides["custom_template/debug"] = _path_to_debug_export_template
overrides["custom_template/release"] = _path_to_release_export_template
@@ -105,7 +105,7 @@ Using our base editor plugin template code above, an example implementation look
# Optional: specify additional export preset options to customize the export template.
func _get_export_options(platform):
pass
func _get_name():
return "VRM Plugin"
@@ -113,6 +113,6 @@ Using our base editor plugin template code above, an example implementation look
.. tip::
This section covers the basics to wrap and expose a vendor runtime module via an editor plugin, but
editor plugins have a lot more functionality that can be used to customize the editor further.
editor plugins have a lot more functionality that can be used to customize the editor further.
Feel free to :ref:`explore and leverage those functionalities <toc-tutorials-plugins>` to improve the
user experience for your vendor runtime module.