Quick fix for #82585.
A better fix requires refactoring the way we detect the compiler version
to make it more reliable, and get a consistent output. But I prefer to
keep changes minimal for 3.x branches at this point.
Also set CI version to 3.1.39, which is what we use for official 3.6 builds
since 3.6-beta4.
Logging is now allowed in any TOOLS build (rather than just in the editor), but still prevented in final exports.
Logging can be switched off via project settings.
Autoplacement is now logged.
* Re-introduces a property for portals to decide whether they are included in room bounds during room conversion.
* Adds a special case for portals that extend into the start room, which may be caused by level design inaccuracies.
Remove `infback.c` which we don't need.
The `OF` macro was also removed so I can drop the patch where I yell
at Gentoo developers.
(cherry picked from commits e0e1f2e4a2056db1a908af75612daaaf5b129ebd
and 071499ac0d8e33e6f269437c3ce4fab52cc43f90)
Remove the base error message in `OS`, we no longer really error out this
way for not implemented methods. Instead, each platform should override them
to provide the context they want.
Fixes#82439.
(cherry picked from commit 0a10f09ce4321695940a626eef9c64b36f599193)
- Set `-sSTACK_SIZE` to what it was before emscripten 3.1.27.
It was renamed in 3.1.25 so also set `-sTOTAL_SIZE` for older
versions for consistency.
- Set `-sDEFAULT_PTHREAD_STACK_SIZE` to what it was before 3.1.30.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
(cherry picked from commit 8e5fbd43488ad39a9b987c9abc38134841f44024)
This is done in a hacky way, mostly to keep it simple and avoid having
to do a refactoring of the `EditorExportPlatform` interface.
Only Windows and Linux use `EditorExportPlatformPC`, and thus to
handle the new architectures for Linux, we simply do a few checks here
and there with a couple new methods to register the export template
names for Linux arm64 and arm32.
For Godot 4.0, we did refactor everything to allow exporting binaries
for different architectures cleanly. For 3.6, which is likely the last
feature release for the 3.x branch, I tend to cut corners as these
improvements will be shorter lived and thus new tech debt isn't as big
a concern.
On some hardware, modifying gl_FragColor multiple times can cause large performance drops. This PR writes to a standard temporary variable instead, and copies across to gl_FragColor once only at the end of the fragment shader.
This could potentially lead to large gains in performance on affected hardware.
Fixes this error:
```
platform\uwp\os_uwp.cpp(715): error C3149: 'Windows::Storage::Streams::IBuffer': cannot use this type here without a top-level '^'
```