mirror of https://github.com/godotengine/godot
The previous logic with VERSION_MKSTRING was a bit unwieldy, so there were several places hardcoding their own variant of the version string, potentially with bugs (e.g. forgetting the patch number when defined). The new logic defines: - VERSION_BRANCH, the main 'major.minor' version (e.g. 3.1) - VERSION_NUMBER, which can be 'major.minor' or 'major.minor.patch', depending on whether the latter is defined (e.g. 3.1.4) - VERSION_FULL_CONFIG, which contains the version status (e.g. stable) and the module-specific suffix (e.g. mono) - VERSION_FULL_BUILD, same as above but with build/reference name (e.g. official, custom_build, mageia, etc.) Note: Slight change here, as the previous format had the build name *before* the module-specific suffix; now it's after - VERSION_FULL_NAME, same as before, so VERSION_FULL_BUILD prefixed with "Godot v" for readability Bugs fixed thanks to that: - Export templates version matching now properly takes VERSION_PATCH into account by relying on VERSION_FULL_CONFIG. - ClassDB hash no longer takes the build name into account, but limits itself to VERSION_FULL_CONFIG (build name is cosmetic, not relevant for the API hash). - Docs XML no longer hardcode the VERSION_STATUS, this was annoying. - Small cleanup in Windows .rc file thanks to new macros. |
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| .. | ||
| export | ||
| SCsub | ||
| context_gl_win.cpp | ||
| context_gl_win.h | ||
| crash_handler_win.cpp | ||
| crash_handler_win.h | ||
| ctxgl_procaddr.cpp | ||
| ctxgl_procaddr.h | ||
| detect.py | ||
| godot.ico | ||
| godot_res.rc | ||
| godot_win.cpp | ||
| joypad.cpp | ||
| joypad.h | ||
| key_mapping_win.cpp | ||
| key_mapping_win.h | ||
| lang_table.h | ||
| logo.png | ||
| os_windows.cpp | ||
| os_windows.h | ||
| platform_config.h | ||
| power_windows.cpp | ||
| power_windows.h | ||
| windows_terminal_logger.cpp | ||
| windows_terminal_logger.h | ||