diff options
-rw-r--r-- | modules/gdscript/gdscript_analyzer.cpp | 1 | ||||
-rw-r--r-- | modules/mono/editor/GodotTools/GodotTools.ProjectEditor/GodotTools.ProjectEditor.csproj | 20 | ||||
-rw-r--r-- | scene/3d/area_3d.cpp | 12 | ||||
-rw-r--r-- | scene/register_scene_types.cpp | 1 |
4 files changed, 22 insertions, 12 deletions
diff --git a/modules/gdscript/gdscript_analyzer.cpp b/modules/gdscript/gdscript_analyzer.cpp index 7b07cce8bd..3253c8e945 100644 --- a/modules/gdscript/gdscript_analyzer.cpp +++ b/modules/gdscript/gdscript_analyzer.cpp @@ -540,6 +540,7 @@ void GDScriptAnalyzer::resolve_class_interface(GDScriptParser::ClassNode *p_clas break; case GDScriptParser::DataType::NATIVE: if (ClassDB::is_parent_class(get_real_class_name(datatype.native_type), "Resource")) { + member.variable->export_info.hint = PROPERTY_HINT_RESOURCE_TYPE; member.variable->export_info.hint_string = get_real_class_name(datatype.native_type); } else { push_error(R"(Export type can only be built-in or a resource.)", member.variable); diff --git a/modules/mono/editor/GodotTools/GodotTools.ProjectEditor/GodotTools.ProjectEditor.csproj b/modules/mono/editor/GodotTools/GodotTools.ProjectEditor/GodotTools.ProjectEditor.csproj index 9cb50014b0..41c94f19c8 100644 --- a/modules/mono/editor/GodotTools/GodotTools.ProjectEditor/GodotTools.ProjectEditor.csproj +++ b/modules/mono/editor/GodotTools/GodotTools.ProjectEditor/GodotTools.ProjectEditor.csproj @@ -11,13 +11,21 @@ <ItemGroup> <ProjectReference Include="..\GodotTools.Core\GodotTools.Core.csproj" /> </ItemGroup> + <!-- + The Microsoft.Build.Runtime package is too problematic so we create a MSBuild.exe stub. The workaround described + here doesn't work with Microsoft.NETFramework.ReferenceAssemblies: https://github.com/microsoft/msbuild/issues/3486 + We need a MSBuild.exe file as there's an issue in Microsoft.Build where it executes platform dependent code when + searching for MSBuild.exe before the fallback to not using it. A stub is fine as it should never be executed. + --> <ItemGroup> - <!-- - The Microsoft.Build.Runtime package is too problematic so we create a MSBuild.exe stub. The workaround described - here doesn't work with Microsoft.NETFramework.ReferenceAssemblies: https://github.com/microsoft/msbuild/issues/3486 - We need a MSBuild.exe file as there's an issue in Microsoft.Build where it executes platform dependent code when - searching for MSBuild.exe before the fallback to not using it. A stub is fine as it should never be executed. - --> <None Include="MSBuild.exe" CopyToOutputDirectory="Always" /> </ItemGroup> + <Target Name="CopyMSBuildStubWindows" AfterTargets="Build" Condition="$([MSBuild]::IsOsPlatform(Windows))"> + <PropertyGroup> + <GodotSourceRootPath>$(SolutionDir)/../../../../</GodotSourceRootPath> + <GodotOutputDataDir>$(GodotSourceRootPath)/bin/GodotSharp</GodotOutputDataDir> + </PropertyGroup> + <!-- Need to copy it here as well on Windows --> + <Copy SourceFiles="MSBuild.exe" DestinationFiles="$(GodotOutputDataDir)\Mono\lib\mono\v4.0\MSBuild.exe" /> + </Target> </Project> diff --git a/scene/3d/area_3d.cpp b/scene/3d/area_3d.cpp index a024757927..dc35f069c0 100644 --- a/scene/3d/area_3d.cpp +++ b/scene/3d/area_3d.cpp @@ -222,6 +222,9 @@ void Area3D::_clear_monitoring() { } //ERR_CONTINUE(!node); + node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &Area3D::_body_enter_tree)); + node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Area3D::_body_exit_tree)); + if (!E->get().in_tree) { continue; } @@ -231,9 +234,6 @@ void Area3D::_clear_monitoring() { } emit_signal(SceneStringNames::get_singleton()->body_exited, node); - - node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &Area3D::_body_enter_tree)); - node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Area3D::_body_exit_tree)); } } @@ -251,6 +251,9 @@ void Area3D::_clear_monitoring() { } //ERR_CONTINUE(!node); + node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &Area3D::_area_enter_tree)); + node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Area3D::_area_exit_tree)); + if (!E->get().in_tree) { continue; } @@ -260,9 +263,6 @@ void Area3D::_clear_monitoring() { } emit_signal(SceneStringNames::get_singleton()->area_exited, obj); - - node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &Area3D::_area_enter_tree)); - node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Area3D::_area_exit_tree)); } } } diff --git a/scene/register_scene_types.cpp b/scene/register_scene_types.cpp index 996d249bbf..0f6475cf0d 100644 --- a/scene/register_scene_types.cpp +++ b/scene/register_scene_types.cpp @@ -880,6 +880,7 @@ void register_scene_types() { ClassDB::add_compatibility_class("VehicleBody", "VehicleBody3D"); ClassDB::add_compatibility_class("VehicleWheel", "VehicleWheel3D"); ClassDB::add_compatibility_class("ViewportContainer", "SubViewportContainer"); + ClassDB::add_compatibility_class("Viewport", "SubViewport"); ClassDB::add_compatibility_class("VisibilityEnabler", "VisibilityEnabler3D"); ClassDB::add_compatibility_class("VisibilityNotifier", "VisibilityNotifier3D"); ClassDB::add_compatibility_class("VisualServer", "RenderingServer"); |