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-rw-r--r--modules/gltf/extensions/gltf_light.cpp1
-rw-r--r--modules/gltf/structures/gltf_camera.cpp1
-rw-r--r--modules/mono/csharp_script.cpp44
-rw-r--r--modules/mono/csharp_script.h3
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/ScriptManagerBridge.cs3
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4.cs57
6 files changed, 100 insertions, 9 deletions
diff --git a/modules/gltf/extensions/gltf_light.cpp b/modules/gltf/extensions/gltf_light.cpp
index ab5a15c671..6923c765cb 100644
--- a/modules/gltf/extensions/gltf_light.cpp
+++ b/modules/gltf/extensions/gltf_light.cpp
@@ -109,6 +109,7 @@ void GLTFLight::set_outer_cone_angle(float p_outer_cone_angle) {
Ref<GLTFLight> GLTFLight::from_node(const Light3D *p_light) {
Ref<GLTFLight> l;
l.instantiate();
+ ERR_FAIL_COND_V_MSG(!p_light, l, "Tried to create a GLTFLight from a Light3D node, but the given node was null.");
l->color = p_light->get_color();
if (cast_to<DirectionalLight3D>(p_light)) {
l->light_type = "directional";
diff --git a/modules/gltf/structures/gltf_camera.cpp b/modules/gltf/structures/gltf_camera.cpp
index 5069f39c4b..212b9b80c8 100644
--- a/modules/gltf/structures/gltf_camera.cpp
+++ b/modules/gltf/structures/gltf_camera.cpp
@@ -58,6 +58,7 @@ void GLTFCamera::_bind_methods() {
Ref<GLTFCamera> GLTFCamera::from_node(const Camera3D *p_camera) {
Ref<GLTFCamera> c;
c.instantiate();
+ ERR_FAIL_COND_V_MSG(!p_camera, c, "Tried to create a GLTFCamera from a Camera3D node, but the given node was null.");
c->set_perspective(p_camera->get_projection() == Camera3D::ProjectionType::PROJECTION_PERSPECTIVE);
// GLTF spec (yfov) is in radians, Godot's camera (fov) is in degrees.
c->set_fov(Math::deg_to_rad(p_camera->get_fov()));
diff --git a/modules/mono/csharp_script.cpp b/modules/mono/csharp_script.cpp
index 64792a795f..990a95821e 100644
--- a/modules/mono/csharp_script.cpp
+++ b/modules/mono/csharp_script.cpp
@@ -784,6 +784,13 @@ void CSharpLanguage::reload_assemblies(bool p_soft_reload) {
for (Object *obj : script->instances) {
script->pending_reload_instances.insert(obj->get_instance_id());
+ // Since this script instance wasn't a placeholder, add it to the list of placeholders
+ // that will have to be eventually replaced with a script instance in case it turns into one.
+ // This list is not cleared after the reload and the collected instances only leave
+ // the list if the script is instantiated or if it was a tool script but becomes a
+ // non-tool script in a rebuild.
+ script->pending_replace_placeholders.insert(obj->get_instance_id());
+
RefCounted *rc = Object::cast_to<RefCounted>(obj);
if (rc) {
rc_instances.push_back(Ref<RefCounted>(rc));
@@ -836,6 +843,7 @@ void CSharpLanguage::reload_assemblies(bool p_soft_reload) {
obj->set_script(Ref<RefCounted>()); // Remove script and existing script instances (placeholder are not removed before domain reload)
}
+ script->was_tool_before_reload = script->tool;
script->_clear();
}
@@ -924,24 +932,34 @@ void CSharpLanguage::reload_assemblies(bool p_soft_reload) {
ScriptInstance *si = obj->get_script_instance();
+ // Check if the script must be instantiated or kept as a placeholder
+ // when the script may not be a tool (see #65266)
+ bool replace_placeholder = script->pending_replace_placeholders.has(obj->get_instance_id());
+ if (!script->is_tool() && script->was_tool_before_reload) {
+ // The script was a tool before the rebuild so the removal was intentional.
+ replace_placeholder = false;
+ script->pending_replace_placeholders.erase(obj->get_instance_id());
+ }
+
#ifdef TOOLS_ENABLED
if (si) {
// If the script instance is not null, then it must be a placeholder.
// Non-placeholder script instances are removed in godot_icall_Object_Disposed.
CRASH_COND(!si->is_placeholder());
- if (script->is_tool() || ScriptServer::is_scripting_enabled()) {
- // Replace placeholder with a script instance
+ if (replace_placeholder || script->is_tool() || ScriptServer::is_scripting_enabled()) {
+ // Replace placeholder with a script instance.
CSharpScript::StateBackup &state_backup = script->pending_reload_state[obj_id];
- // Backup placeholder script instance state before replacing it with a script instance
+ // Backup placeholder script instance state before replacing it with a script instance.
si->get_property_state(state_backup.properties);
ScriptInstance *script_instance = script->instance_create(obj);
if (script_instance) {
script->placeholders.erase(static_cast<PlaceHolderScriptInstance *>(si));
+ script->pending_replace_placeholders.erase(obj->get_instance_id());
obj->set_script_instance(script_instance);
}
}
@@ -951,8 +969,24 @@ void CSharpLanguage::reload_assemblies(bool p_soft_reload) {
#else
CRASH_COND(si != nullptr);
#endif
- // Re-create script instance
- obj->set_script(script); // will create the script instance as well
+
+ // Re-create the script instance.
+ if (replace_placeholder || script->is_tool() || ScriptServer::is_scripting_enabled()) {
+ // Create script instance or replace placeholder with a script instance.
+ ScriptInstance *script_instance = script->instance_create(obj);
+
+ if (script_instance) {
+ script->pending_replace_placeholders.erase(obj->get_instance_id());
+ obj->set_script_instance(script_instance);
+ continue;
+ }
+ }
+ // The script instance could not be instantiated or wasn't in the list of placeholders to replace.
+ obj->set_script(script);
+#if DEBUG_ENABLED
+ // If we reached here, the instantiated script must be a placeholder.
+ CRASH_COND(!obj->get_script_instance()->is_placeholder());
+#endif
}
}
diff --git a/modules/mono/csharp_script.h b/modules/mono/csharp_script.h
index 3509a5c87d..f2844a051d 100644
--- a/modules/mono/csharp_script.h
+++ b/modules/mono/csharp_script.h
@@ -90,6 +90,9 @@ class CSharpScript : public Script {
HashSet<ObjectID> pending_reload_instances;
RBMap<ObjectID, StateBackup> pending_reload_state;
+
+ bool was_tool_before_reload = false;
+ HashSet<ObjectID> pending_replace_placeholders;
#endif
String source;
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/ScriptManagerBridge.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/ScriptManagerBridge.cs
index 3884781988..092724a6b1 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/ScriptManagerBridge.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/ScriptManagerBridge.cs
@@ -130,7 +130,6 @@ namespace Godot.Bridge
{
// Performance is not critical here as this will be replaced with source generators.
Type scriptType = _scriptTypeBiMap.GetScriptType(scriptPtr);
- var obj = (Object)FormatterServices.GetUninitializedObject(scriptType);
var ctor = scriptType
.GetConstructors(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance)
@@ -151,6 +150,8 @@ namespace Godot.Bridge
}
}
+ var obj = (Object)FormatterServices.GetUninitializedObject(scriptType);
+
var parameters = ctor.GetParameters();
int paramCount = parameters.Length;
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4.cs
index d1962c68cf..e2da41ff47 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4.cs
@@ -187,7 +187,7 @@ namespace Godot
(
Mathf.CubicInterpolate(x, b.x, preA.x, postB.x, weight),
Mathf.CubicInterpolate(y, b.y, preA.y, postB.y, weight),
- Mathf.CubicInterpolate(y, b.z, preA.z, postB.z, weight),
+ Mathf.CubicInterpolate(z, b.z, preA.z, postB.z, weight),
Mathf.CubicInterpolate(w, b.w, preA.w, postB.w, weight)
);
}
@@ -212,7 +212,7 @@ namespace Godot
(
Mathf.CubicInterpolateInTime(x, b.x, preA.x, postB.x, weight, t, preAT, postBT),
Mathf.CubicInterpolateInTime(y, b.y, preA.y, postB.y, weight, t, preAT, postBT),
- Mathf.CubicInterpolateInTime(y, b.z, preA.z, postB.z, weight, t, preAT, postBT),
+ Mathf.CubicInterpolateInTime(z, b.z, preA.z, postB.z, weight, t, preAT, postBT),
Mathf.CubicInterpolateInTime(w, b.w, preA.w, postB.w, weight, t, preAT, postBT)
);
}
@@ -258,7 +258,7 @@ namespace Godot
/// <returns>The dot product of the two vectors.</returns>
public real_t Dot(Vector4 with)
{
- return (x * with.x) + (y * with.y) + (z * with.z) + (w + with.w);
+ return (x * with.x) + (y * with.y) + (z * with.z) + (w * with.w);
}
/// <summary>
@@ -455,6 +455,7 @@ namespace Godot
/// This can also be used to round to an arbitrary number of decimals.
/// </summary>
/// <param name="step">A vector value representing the step size to snap to.</param>
+ /// <returns>The snapped vector.</returns>
public Vector4 Snapped(Vector4 step)
{
return new Vector4(
@@ -632,6 +633,56 @@ namespace Godot
}
/// <summary>
+ /// Gets the remainder of each component of the <see cref="Vector4"/>
+ /// with the components of the given <see cref="real_t"/>.
+ /// This operation uses truncated division, which is often not desired
+ /// as it does not work well with negative numbers.
+ /// Consider using <see cref="PosMod(real_t)"/> instead
+ /// if you want to handle negative numbers.
+ /// </summary>
+ /// <example>
+ /// <code>
+ /// GD.Print(new Vector4(10, -20, 30, 40) % 7); // Prints "(3, -6, 2, 5)"
+ /// </code>
+ /// </example>
+ /// <param name="vec">The dividend vector.</param>
+ /// <param name="divisor">The divisor value.</param>
+ /// <returns>The remainder vector.</returns>
+ public static Vector4 operator %(Vector4 vec, real_t divisor)
+ {
+ vec.x %= divisor;
+ vec.y %= divisor;
+ vec.z %= divisor;
+ vec.w %= divisor;
+ return vec;
+ }
+
+ /// <summary>
+ /// Gets the remainder of each component of the <see cref="Vector4"/>
+ /// with the components of the given <see cref="Vector4"/>.
+ /// This operation uses truncated division, which is often not desired
+ /// as it does not work well with negative numbers.
+ /// Consider using <see cref="PosMod(Vector4)"/> instead
+ /// if you want to handle negative numbers.
+ /// </summary>
+ /// <example>
+ /// <code>
+ /// GD.Print(new Vector4(10, -20, 30, 10) % new Vector4(7, 8, 9, 10)); // Prints "(3, -4, 3, 0)"
+ /// </code>
+ /// </example>
+ /// <param name="vec">The dividend vector.</param>
+ /// <param name="divisorv">The divisor vector.</param>
+ /// <returns>The remainder vector.</returns>
+ public static Vector4 operator %(Vector4 vec, Vector4 divisorv)
+ {
+ vec.x %= divisorv.x;
+ vec.y %= divisorv.y;
+ vec.z %= divisorv.z;
+ vec.w %= divisorv.w;
+ return vec;
+ }
+
+ /// <summary>
/// Returns <see langword="true"/> if the vectors are exactly equal.
/// Note: Due to floating-point precision errors, consider using
/// <see cref="IsEqualApprox"/> instead, which is more reliable.