Musl doesn't compile with it, and by looking online I think that this is
a glibc only thing.
(cherry picked from commit 2a6ce37910ac9765c36cbcc3a0a09916da4debe3)
- Use -gdwarf-4 to support both LLVM and GCC when calling addr2line
- Subtract position-independant execuable relocation when passing the
address to addr2line
(cherry picked from commit 5e041eee11e611bc2c89dd54b1dad28d0660f335)
Changelog: https://github.com/PCRE2Project/pcre2/blob/pcre2-10.42/ChangeLog
This fixes support for RISC-V architectures in the sljit library, so we
enable the module's compilation for `rv64` too.
(cherry picked from commit e289cf7085f0edda5e5ea253be6806a08abb4777)
Make sure `GLWrapper` is initialized before `glActiveTexture` is called by other parts of the storage initialize(), to prevent benign warnings.
- lawnjelly
857d884026
Although this check shouldn't be able to fail currently, it provides a small level of extra logic checking at only small cost in DEV builds.
- lawnjelly
d7cca42ef6
As a convenience, physics interpolation is reset automatically on entering the tree. This will be desired in most situations, and saves the user having to write code for this explicitly.
- lawnjelly
bcfca5ec86
Move VisualServer interpolation data out of Scenario and into VisualServerScene, so the interpolation data and enabled status is now common to all Scenarios.
Fix physics interpolation in multithreaded mode by ensuring tick and pre-draw are called.
- lawnjelly
d2b1d29634
Upon investigating the extremely slow MSVC build times in #80513, I noticed
that while Godot policy is to never use exceptions, we weren't enforcing it
with compiler flags, and thus still included exception handling code and
stack unwinding.
This is wasteful on multiple aspects:
- Binary size: Around 20% binary size reduction with exceptions disabled
for both MSVC and GCC binaries.
- Compile time:
* More than 50% build time reduction with MSVC.
* 10% to 25% build time reduction with GCC + LTO.
- Performance: Possibly, needs to be benchmarked.
Since users may want to re-enable exceptions in their own thirdparty code
or the libraries they compile with Godot, this behavior can be toggled with
the `disable_exceptions` SCons option, which defaults to true.
- akien-mga
55550da68b
When using the command line debugger (godot -d) on Unix systems, when
entering an EOF (ctrl+D), the debugger enters an infinite loop.
Adding a check for EOF in the debugger loop exits the debugger when EOF
is entered.
Fixes#50170.
(cherry picked from commit 4ecad8dea30859a5acbac41fe0e647c7bb6a53cc)
The FontDrawer used in TextEdit was previously not being flushed before drawing auto-completion boxes. This was causing rendering artifacts.
This PR also increases the backward compatibility of the MultiRect OFF mode, by forcing a flush after each character.