Releases: godothub/gdpp
Releases · godothub/gdpp
Release list
1.9.0
- Bundle the pinned Ninja 1.13.2 build executor for every desktop host and make generated customer builds use its validated graph exclusively, removing the retired serial arbitrary-command plan.
- Regenerate the complete current C++ project state on every export, preserve timestamps for identical outputs, reduce the project manifest to an ownership ledger, and make Ninja the sole native incremental-build authority.
- Build independent generated C++ translation units with CPU- and memory-bounded parallelism, compiler depfiles, stage-ordered linking and packaging, deterministic command inputs, toolchain identity invalidation, and zero-work incremental reuse.
- Stream monotonic per-file compile and link progress from hidden processes while preserving exact MSVC environments, UTF-8 compiler response files, Unicode and long paths, and Windows Emscripten command wrappers.
- Capture editor paths and extension contracts before each build, run the frontend and Ninja toolchain on an isolated worker, and deliver progress through a main-thread queue without cross-thread Godot or GDScript calls.
- Enforce exact Ninja version, commit, host matrix, metadata, executable permissions, non-ASCII installed-project export, failure recovery, and source-free package boundaries throughout release assembly.
- Commit iOS XCFrameworks through validated same-volume transactions with content-based reuse and interrupted-replacement recovery.
- Keep project, generated, snapshot, SDK, response-file, and artifact paths UTF-8 across every compiler boundary, preventing Windows exports from depending on the active ANSI code page.
- Bound Windows toolchain output capture to the Ninja process lifetime so persistent MSVC helper processes cannot hold a completed export open through inherited pipe handles.
1.8.4
- Add
gdpp-lite.zipfor Godot 4.6-4.7 with macOS and Windows editor/desktop export support plus Android and Web, excluding Linux and iOS payloads. - Isolate export workers from volatile Godot editor, export, and shader caches; copy only required import and script metadata through bounded consistency checks and atomic commits so repeated AOT exports remain stable during concurrent cache updates.