Age | Commit message (Collapse) | Author |
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Mono/C#: Re-structure API solution and GodotTools post-build target
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Previously we had a placeholder solution called 'Managed' to benefit from
tooling while editing the a part of the C# API.
Later the bindings generator would create the final 'GodotSharp' solution
including these C# files as well as the auto-generated C# API.
Now we replaced the 'Managed' solution with the final 'GodotSharp' solution
which is no longer auto-generated, and the bindings generator only takes
care of the auto-generated C# API.
This has the following benefits:
- It's less confusing as there will no longer be two versions of the same file
(the original and a generated copy of it). Now there's only one.
- We no longer need placeholder for auto-generated API classes, like Node or
Resource. We used them for benefiting from tooling. Now we can just use the
auto-generated API itself.
- Simplifies the build system and bindings generator. Removed lot of code
that is not needed anymore.
Also added a post-build target to the GodotTools project to copy the output to
the data dir. This makes it easy to iterate when doing changes to GodotTools,
as SCons doesn't have to be executed anymore just to copy these new files.
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Fix search for Rider path on Mac
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Mono/C#: Fix memory leak with new Reference instances created from C#
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Fix canvas GLES3 skeleton transform uniform updating.
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Centers label text in Dock Select popup panel
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Improve the Basis class documentation
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Add a link to the code of conduct in the repository
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This makes it display when opening an issue for the first time in the repository.
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Fix the Node `process_priority` description to match actual behavior
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This closes #34531.
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Fix buffers size calculation in PacketPeerStream.
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The calculation used to be wrong when exactly at a power of 2.
`nearest_shift` always return the "next" power of 2
`nearest_shift(4) == 3 # 2^3 = 8`.
On the other hand `next_power_of_2` returns the exact value if that
value is a power of 2 (i.e. `next_power_of_2(4) == 4`).
I.e. :
```
WARN_PRINT(itos(next_power_of_2(4)) + " " + itos(1 << nearest_shift(4)));
// WARNING: ... : 4 8
```
Is this by design?
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Also fix a few stray clang-format formatting errors that passed
through CI unnoticed.
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Correct size for PacketPeerStream in Debugger.
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Document DUPLICATE_USE_INSTANCING #2770
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Remove unused scripts from the `misc/scripts` directory
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Update VehicleWheel.xml
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Fix code editor not always centering to bookmarks
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WSLPeer now prevents receiving data after close.
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Set proper icon for LineEdit in editor theme
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Fixed StyleBoxFlat border size with aa on
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Fix GLES3 light cutoff.
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Add a range property hint for the number of contacts reported
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Fix contact shadow when light is outside of viewport.
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Fix mono on windows path ext error
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This closes #34505.
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Mono/C#: Remove GodotTools dependency on the Mono.Posix assembly
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We wanted 8 MiB but we were getting 16 MiB (minus 4 bytes for the
separator). We are now getting 8 MiB minus 4 bytes for encoding.
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Used to spit error and report empty packets when connection was still
half-closed (waiting for confirmation from other end).
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MSBuild on Windows uses the system .NET Framework BCL instead of Mono's. Because
of this, it may not be able to find the Mono.Posix assembly, so it's better
not to depend on it. We needed Mono.Posix to call Syscall.access, so we can
replace this with an internal call that does the same in C++.
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Makes more editor strings translatable
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Mention that bbcode_text += string is a bad idea
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* "Add" button text in Groups Editor
* "Receiver Method" in Connect Signal Dialog
* "Play Mode" in Animation State Machine Editor
* "Mesh Library" button text in Mesh Library editor plugin
* Compose Array node button texts in Visual Script
* Various button texts in TileSet Editor
* Various Run Script errors
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Mention how to handle cancel in ConfirmationDialog
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The different Rect used to draw rings were wrongly calculated when anti-aliasing was enabled. Also getting rid of some overlapping glitches when using transparent colors for the filling or borders.
Fixes #34104
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Fixes property names serialization in project.godot
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