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Merge pull request #12225 from godotengine/no-trailing-whitespace
Add CI check for trailing whitespace
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@@ -67,7 +67,7 @@ To create an Xcode project like in the official builds, you need to use the
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template located in ``misc/dist/apple_embedded_xcode``. The release and debug libraries
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should be placed in ``libgodot.ios.debug.xcframework`` and
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``libgodot.ios.release.xcframework`` respectively. Camera module libraries
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should be placed in ``libgodot_camera.ios.debug.xcframework`` and
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should be placed in ``libgodot_camera.ios.debug.xcframework`` and
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``libgodot_camera.ios.release.xcframework``. This process can be automated
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by using the ``generate_bundle=yes`` option on the *last* SCons command used to
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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.
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- 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.
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You may exit and reload CLion and it will reload ``compile_commands.json``
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.. figure:: img/clion_visual_studio_toolchain.webp
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:align: center
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@@ -122,7 +122,7 @@ then run it with the ``--dump-extension-api`` flag:
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git switch master
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scons
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godot --dump-extension-api
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This will create a file named ``extension_api.json`` in your current directory. Switch to your feature branch, recompile Godot,
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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:
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.. note::
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Perfetto is the default tracing system for Android, so pre-built export templates
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with Perfetto built-in and enabled are provided from
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with Perfetto built-in and enabled are provided from
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the `GitHub Releases page <https://github.com/godotengine/godot-builds/releases>`__.
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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.
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Using official Perfetto templates
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---------------------------------
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Starting with Godot 4.7, Perfetto export templates are provided for every stable Godot release and can be
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Starting with Godot 4.7, Perfetto export templates are provided for every stable Godot release and can be
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downloaded from the `GitHub Releases page <https://github.com/godotengine/godot/releases/>`_.
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Using the Gradle build template
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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- Navigate to the release page and download the ``Godot_v<godot_version>_android_source.perfetto.zip``
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- Navigate to the release page and download the ``Godot_v<godot_version>_android_source.perfetto.zip``
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release artifact where ``godot_version`` corresponds to the version of the engine being used.
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- In the **Project > Export** dialog, **Advanced Options** and **Use Gradle Build** must be enabled.
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- Point **Android Source Template** to the downloaded export template.
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.. image:: img/cpp_profiler_perfetto_gradle_build_config.webp
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Follow the instructions in the :ref:`Configuration section <doc_profiler_perfetto_configuration>` to
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Follow the instructions in the :ref:`Configuration section <doc_profiler_perfetto_configuration>` to
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learn how to configure and create a trace.
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Using non-gradle build templates
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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- Navigate to the release page and download the following release artifacts
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- Navigate to the release page and download the following release artifacts
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where ``godot_version`` corresponds to the version of the engine being used:
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- ``Godot_v<godot_version>_android_debug.perfetto.apk`` (for debug builds)
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@@ -45,13 +45,13 @@ Using non-gradle build templates
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.. image:: img/cpp_profiler_perfetto_non_gradle_build_config.webp
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Follow the instructions in the :ref:`Configuration section <doc_profiler_perfetto_configuration>` to
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Follow the instructions in the :ref:`Configuration section <doc_profiler_perfetto_configuration>` to
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learn how to configure and create a trace.
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Custom Godot builds with Perfetto support
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-----------------------------------------
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From the ``godot`` root directory, run the following python script to install
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From the ``godot`` root directory, run the following python script to install
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the latest version of the Perfetto SDK under ``thirdparty/perfetto``:
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.. code-block:: shell
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@@ -113,12 +113,12 @@ Create a file called ``godot.config`` with this content:
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Godot records two categories of track events:
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- **godot**: Used to record Godot engine events. This is used for performance analysis.
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Event tracing overhead should not significantly impact performance.
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- **godot**: Used to record Godot engine events. This is used for performance analysis.
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Event tracing overhead should not significantly impact performance.
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This should be the typical tracing mode for most developers.
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- **godot_scripting**: Used to record Godot scripting events.
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This is a slow category as it profiles the entire game scripting logic.
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This is used for code understanding / debugging / finding what caused a frame hitch.
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- **godot_scripting**: Used to record Godot scripting events.
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This is a slow category as it profiles the entire game scripting logic.
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This is used for code understanding / debugging / finding what caused a frame hitch.
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Performance is much slower, but it helps to find that one problematic function call that was otherwise hidden.
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Record a trace
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@@ -128,7 +128,7 @@ Finally, launch your game on an Android device using the export templates you
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built earlier.
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When you're ready to record a trace (for example, when you've hit the part of
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your game that is exhibiting performance issues), you can
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your game that is exhibiting performance issues), you can
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use `this script from the Perfetto GitHub repository <https://github.com/google/perfetto/blob/main/tools/record_android_trace>`_.
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.. code-block:: shell
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@@ -13,11 +13,11 @@ What for?
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---------
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Vendor runtime modules provide developers with access to vendor-specific optimizations, features,
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and/or platforms for their running projects.
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and/or platforms for their running projects.
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This provides benefits to vendors who are able to expose their technologies to all developers,
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and improve and refine them in a rapid, iterative, and frictionless manner.
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This also provides benefits to developers and users who are able to access and use a diverse range of vendor
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This also provides benefits to developers and users who are able to access and use a diverse range of vendor
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technologies to improve their games.
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Creating a vendor runtime module
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@@ -56,7 +56,7 @@ Follow :ref:`these instructions <doc_making_plugins_template>` to start creating
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pass
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The next step is to define and instantiate an :ref:`EditorExportPlugin<class_EditorExportPlugin>` instance.
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The next step is to define and instantiate an :ref:`EditorExportPlugin<class_EditorExportPlugin>` instance.
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The :ref:`EditorExportPlugin<class_EditorExportPlugin>` instance is used to hook into the export flow and
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replace the default export templates with the ones generated from the vendor runtime module.
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@@ -95,7 +95,7 @@ Using our base editor plugin template code above, an example implementation look
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var overrides = {}
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if not _supports_platform(platform):
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return overrides
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# Overrides Android export preset's "custom_template" options.
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overrides["custom_template/debug"] = _path_to_debug_export_template
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overrides["custom_template/release"] = _path_to_release_export_template
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@@ -105,7 +105,7 @@ Using our base editor plugin template code above, an example implementation look
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# Optional: specify additional export preset options to customize the export template.
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func _get_export_options(platform):
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pass
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func _get_name():
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return "VRM Plugin"
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@@ -113,6 +113,6 @@ Using our base editor plugin template code above, an example implementation look
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.. tip::
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This section covers the basics to wrap and expose a vendor runtime module via an editor plugin, but
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editor plugins have a lot more functionality that can be used to customize the editor further.
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editor plugins have a lot more functionality that can be used to customize the editor further.
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Feel free to :ref:`explore and leverage those functionalities <toc-tutorials-plugins>` to improve the
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user experience for your vendor runtime module.
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