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Rename float=64
SCons option to precision=double
#67399
Rename float=64
SCons option to precision=double
#67399
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Sure, either way works for me.
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To me |
Here it would be Alternatively, we could use |
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I have no opinion. More concerned about the feature being stabilized and gone through testing. |
Why not |
@@ -179,7 +179,7 @@ opts.Add(BoolVariable("production", "Set defaults to build Godot for use in prod | |||
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# Components | |||
opts.Add(BoolVariable("deprecated", "Enable compatibility code for deprecated and removed features", True)) | |||
opts.Add(EnumVariable("float", "Floating-point precision", "32", ("32", "64"))) | |||
opts.Add(EnumVariable("precision", "Set the floating-point precision level", "single", ("single", "double"))) |
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opts.Add(EnumVariable("precision", "Set the floating-point precision level", "single", ("single", "double"))) | |
opts.Add(EnumVariable("precision", "Set the floating-point precision level (`real_t`)", "single", ("single", "double"))) |
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Approved in PR review meeting. We agreed that precision=single|double
makes the most sense.
It's still not perfect because it's not the floating point precision for everything. Many things are already double
and this can't be configured (e.g. Variant::FLOAT
is double
, floats in GDScript are always 64-bit - but floats within Vector/Matrix types are using real_t
and affected by this setting).
That's something for the documentation to cover however, for the setting it's good enough.
CI needs to be updated:
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Ping. Note that the docs will need to be updated too after #68579 is merged. |
This avoids confusion with the old `bits=64` option and building for 64-bit CPUs in general.
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Thanks! |
This avoids confusion with the old
bits=64
option and building for 64-bit CPUs in general.See #66178 (comment) and #67308.