| Commit message (Collapse) | Author | Age | Lines |
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Remove env.Append(LIBPATH=godot_env["LIBPATH"])
godot-cpp's SConstruct just directly inserts the libgodot-cpp library directly into LIBS
Fixup `scons compiledb=yes` to automatically generate the compile_commands.json
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Add `extension/deps/SCsub`
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Default compat path + formatting + bits+bobs
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Placed in scripts/build
Streamline scons options with OptionsClass in scripts/build/option_handler.py
Move `show_progress` cache function to scripts/build/cache.py
Move `GlobRecursive` function to scripts/build/glob_recursive.py
Make environment clone of godot-cpp's build
Prevents environment leakage into godot-cpp
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Enables scons to generate `compile_commands.json`
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Copies how Godot handles scons-cache
Add openvic-build action
Add openvic-cache action
Add mingw-cache action
Add verbose and progress Scons options to SConstruct
This is completely based on how Godot implemented caching with Scons
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feat(build): Allow deleting unassociated intermediate files (on by default)
feat(build): Added recursive searching for C++ source files in src/extension
feat(git): Ignore /custom.py
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feat(git): Ignore clangd cache and user VSCode files
feat(build): Make dev_build=yes overwrite the non-dev_build extension library
feat(docs): Added instructions in README.md to run Godot with our extension and attach a debugger
fix(docs): Corrected README.md Project Export header steps being off
TODO: vscode Debug launch configuration relies on /bin/godot4 in both Windows and Linux PATH, likely should be an environment variable.
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feat(engine): Integrate basic Godot project
feat(test): Demonstrate Godot using extension
feat(dependency): Add OV2-compiler as deps submodule
feat(dependency): Add godot-cpp as a submodule
feat(git): Ignore Godot 4 files
feat(docs): Updated readme with instructions
feat: Can call `TestSingleton.hello_singleton()` from GDScript
Adds basic workflow support but that is currently disabled
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