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@@ -32,20 +32,27 @@ range of commits that potentially need to be built from source and tested.
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You can find binaries of official releases, as well as alphas, betas,
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You can find binaries of official releases, as well as alphas, betas,
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and release candidates `here <https://downloads.tuxfamily.org/godotengine/>`__.
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and release candidates `here <https://downloads.tuxfamily.org/godotengine/>`__.
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-For example, if you've reported a bug against Godot 3.2, you should first try to
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-reproduce the bug in Godot 3.1 (not a patch release, see below for the reason).
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-If the bug doesn't occur there, try to reproduce it in Godot 3.2 *beta 1* (which
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-is roughly in the middle of all test builds available). If you can't reproduce
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-the bug with Godot 3.2 beta 1, then try newer betas and RC builds. If you do
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-manage to reproduce the bug with Godot 3.2 beta 1, then try older alpha builds.
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+If you have experience with Godot 3.x and can reproduce an issue with Godot 4.0,
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+we recommend trying to reproduce the issue in the latest Godot 3.x version (if
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+the feature exhibiting the bug is present in 3.x). This can be used to check
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+whether the issue is a regression in 4.0 or not.
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+
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+- If the issue **is present** in 3.x, then you'll need to check whether the issue
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+ occurs in older 3.x versions as well.
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+- If the issue is **not present** in 3.x, then you can try older 4.0 alphas and
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+ betas to determine when the regression started.
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.. warning::
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.. warning::
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- For bisecting regressions, don't use patch releases such as Godot 3.1.2.
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- Instead, use the minor version's first release like Godot 3.1. This is
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- because patch releases are built from a separate *stable branch*. This kind
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- of branch doesn't follow the rest of Godot's development, which is done in
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- the ``master`` branch.
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+ Project files may be incompatible between Godot versions.
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+ **Make a backup of your project** before starting the bisection process.
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+
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+ Going from the oldest to the newest build generally reduces the risk of the
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+ project not being able to successfully open in the editor, thanks to
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+ backwards compatibility. Try to reduce your project to the smallest
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+ repeatable example too. The more minimal the project is, the more likely
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+ you'll be able to open it without compatibility issues in newer engine
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+ versions.
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The Git bisect command
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The Git bisect command
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----------------------
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----------------------
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@@ -69,6 +76,9 @@ reproduce the bug.
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there and report the results of your "pre-bisecting" on the GitHub issue so
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there and report the results of your "pre-bisecting" on the GitHub issue so
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another contributor can continue bisecting from there.
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another contributor can continue bisecting from there.
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+Determine the commit hashes
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+^^^^^^^^^^^^^^^^^^^^^^^^^^^
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+
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To start bisecting, you must first determine the commit hashes (identifiers) of
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To start bisecting, you must first determine the commit hashes (identifiers) of
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the "bad" and "good" build. "bad" refers to the build that exhibits the bug,
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the "bad" and "good" build. "bad" refers to the build that exhibits the bug,
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whereas "good" refers to the version that doesn't exhibit the bug. If you're
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whereas "good" refers to the version that doesn't exhibit the bug. If you're
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@@ -82,12 +92,46 @@ following commit hashes depending on the version:
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.. code-block:: none
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.. code-block:: none
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+ 3.5.1-stable
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+ 3.5-stable
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+ 3.4.5-stable
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+ 3.4.4-stable
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+ 3.4.3-stable
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+ 3.4.2-stable
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+ 3.4.1-stable
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+ 3.4-stable
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+ 3.3.4-stable
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+ 3.3.3-stable
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+ 3.3.2-stable
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+ 3.3.1-stable
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+ 3.3-stable
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3.2-stable
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3.2-stable
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3.1-stable
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3.1-stable
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3.0-stable
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3.0-stable
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+You can also use this Bash function to retrieve the Git commit hash of a
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+pre-release build (add it to your ``$HOME/.bashrc`` or similar):
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+
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+::
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+
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+ gd_snapshot_commit() {
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+ curl -s https://downloads.tuxfamily.org/godotengine/$1/$2/README.txt \
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+ | grep 'from commit' \
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+ | sed 's/^Built from commit \(.*\)\.$/\1/'
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+ }
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+
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+Example usage:
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+
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+.. code-block:: shell
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+
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+ $ gd_snapshot_commit 4.0 beta4
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+
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To refer to the latest state of the master branch, you can use ``master``
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To refer to the latest state of the master branch, you can use ``master``
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-instead of a commit hash.
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+instead of a commit hash. Note that unlike tagged releases or snapshot commit
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+hashes, ``master`` is a perpetually moving target.
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+
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+Build the engine
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+^^^^^^^^^^^^^^^^
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:ref:`Get Godot's source code using Git <doc_getting_source>`. Once this
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:ref:`Get Godot's source code using Git <doc_getting_source>`. Once this
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is done, in the terminal window, use ``cd`` to reach the Godot repository
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is done, in the terminal window, use ``cd`` to reach the Godot repository
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@@ -105,16 +149,19 @@ Compile Godot. This assumes you've set up a build environment:
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.. code-block:: shell
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.. code-block:: shell
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- # <platform> is the platform you're targeting for regression testing,
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- # like "windows", "x11" or "macos".
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- $ scons platform=<platform> -j4
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+ $ scons
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-Since building Godot takes a while, you want to dedicate as many CPU threads as
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-possible to the task. This is what the ``-j`` parameter does. Here, the command
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-assigns 4 CPU threads to compiling Godot.
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+Run the engine
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+^^^^^^^^^^^^^^
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Run the binary located in the ``bin/`` folder and try to reproduce the bug.
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Run the binary located in the ``bin/`` folder and try to reproduce the bug.
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+.. note::
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+
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+ :ref:`Double-check the output file name <doc_introduction_to_the_buildsystem_resulting_binary>`
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+ in ``bin/`` to make sure you're actually running the binary you've just compiled.
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+ Different Godot versions will output binaries with different names.
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+
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If the build **still** exhibits the bug, run the following command:
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If the build **still** exhibits the bug, run the following command:
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.. code-block:: shell
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.. code-block:: shell
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