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2022-08-22Merge pull request #63662 from TokageItLab/fix-silhouetter-for-rotated-skelRémi Verschelde
2022-08-22Merge pull request #60515 from KoBeWi/electrostatic_jasonRémi Verschelde
2022-08-22Merge pull request #64571 from kleonc/string-fix-self-add-assignRémi Verschelde
2022-08-22Merge pull request #64400 from aaronfranke/gltf-fix-cameraRémi Verschelde
2022-08-22Merge pull request #58600 from Calinou/material-triplanar-sharpness-clampRémi Verschelde
2022-08-22Merge pull request #64586 from KoBeWi/no_editing_allowed🚫Rémi Verschelde
2022-08-22Merge pull request #64374 from RandomShaper/inheritable_cl_argsRémi Verschelde
2022-08-22Merge pull request #64593 from aaronfranke/editor-restartRémi Verschelde
2022-08-22Merge pull request #64339 from YuriSizov/core-multilevel-validate-propertyRémi Verschelde
2022-08-22Merge pull request #64132 from TokageItLab/fix-optimizerRémi Verschelde
2022-08-22Merge pull request #64610 from reduz/startup-benchmark-supportRémi Verschelde
2022-08-22Merge pull request #62545 from yedpodtrzitko/yed/pytest-buildersRémi Verschelde
2022-08-22Merge pull request #60309 from The-O-King/octRémi Verschelde
2022-08-22Merge pull request #64626 from YuriSizov/control-farewell-metaRémi Verschelde
Replace meta properties with regular properties in `Control`
2022-08-22Merge pull request #64711 from YeldhamDev/itemlist_scroll_fixRémi Verschelde
2022-08-22Merge pull request #64642 from aaronfranke/mesh-cleanupRémi Verschelde
2022-08-22Make `_validate_property` a multilevel methodYuri Sizov
2022-08-22Merge pull request #64618 from bruvzg/fix_menu_min_sizeRémi Verschelde
2022-08-22Merge pull request #63602 from TokageItLab/cubic-interp-timeRémi Verschelde
2022-08-22Merge pull request #63486 from TokageItLab/init-posesRémi Verschelde
2022-08-22Merge pull request #64343 from TokageItLab/priority-phRémi Verschelde
2022-08-22Merge pull request #64462 from and3rson/convert3to4-fix-connect-argsRémi Verschelde
2022-08-22Merge pull request #64553 from RedMser/fix-property-validation-refactorRémi Verschelde
2022-08-22Merge pull request #57297 from rafallus/orthogonal_indexRémi Verschelde
Expose `Basis::set_orthogonal_index` as a GridMap method
2022-08-22Merge pull request #64496 from KoBeWi/proxXxiesYuri Sizov
Use false as default for use_proxies argument
2022-08-22Merge pull request #64694 from Mickeon/fix-settings-functionYuri Sizov
Properly refer to functions definition color in description
2022-08-22Merge pull request #37168 from theoway/ChangeNodeTypeDialogYuri Sizov
Changed the title of change node type dialog
2022-08-22Merge pull request #64670 from Mickeon/fix-label-visibile-percentYuri Sizov
Clamp Label's `percent_visible` properly between 0 and 1.0
2022-08-22Use false as default for use_proxies argumentkobewi
2022-08-22Merge pull request #54549 from KoBeWi/fastcellsYuri Sizov
Add a method to get TileData from a cell
2022-08-22Merge pull request #64385 from paulloz/raycast-collider-ridRémi Verschelde
2022-08-22Clamp Label's `percent_visible` properly between 0 and 1.0Micky
Also applies to RichTextLabel
2022-08-22Merge pull request #64089 from neikeq/dotnet6Rémi Verschelde
2022-08-22Merge pull request #64656 from Erveon/patch-1Yuri Rubinsky
2022-08-22Expose the collider RID in Raycast nodesPaul Joannon
Create and expose the method `get_collider_rid` in `RayCast2D` and `Raycast3D`. This method returns the `RID` of the first object that the ray intersects, or an empty `RID` if no object is intersecting the fay (i.e. `is_colliding` returns `false`).
2022-08-22C#: Add module READMEIgnacio Roldán Etcheverry
This should clarify development workflow with the NuGet packages.
2022-08-22C#: Replace P/Invoke with delegate pointersIgnacio Roldán Etcheverry
- Moves interop functions to UnmanagedCallbacks struct that contains the function pointers and is passed to C#. - Implements UnmanagedCallbacksGenerator, a C# source generator that generates the UnmanagedCallbacks struct in C# and the body for the NativeFuncs methods (their implementation just calls the function pointer in the UnmanagedCallbacks). The generated methods are needed because .NET pins byref parameters of native calls, even if they are 'ref struct's, which don't need pinning. The generated methods use `Unsafe.AsPointer` so that we can benefit from byref parameters without suffering overhead of pinning. Co-authored-by: Raul Santos <raulsntos@gmail.com>
2022-08-22C#: Remove IL post-processor build dependencyIgnacio Roldán Etcheverry
We were using it to workaround a limitation of `Unsafe.AsPointer` and `ref struct`s. However, we can get the same result with some tricks, since we have control over the declaration of these structs.
2022-08-22C#: Use custom project setting for C# project files nameIgnacio Roldán Etcheverry
The setting is initially assigned the name of the Godot project, but it's kept freezed to prevent issues when renaming the Godot project. The user can always rename the C# project and solution manually and change the setting to the new name.
2022-08-22C#: Re-introduce generic Godot Array and DictionaryIgnacio Roldán Etcheverry
This new version does not support the following type arguments: - Generic types - Array of Godot Object (Godot.Object[]) or derived types The new implementation uses delegate pointers to call the Variant conversion methods. We do type checking only once in the static constructor to get the conversion delegates. Now, we no longer need to do type checking every time, and we no longer have to box value types. This is the best implementation I could come up with, as C# generics don't support anything similar to C++ template specializations.
2022-08-22C#: Array, Dictionary and marshaling refactoringIgnacio Roldán Etcheverry
- Array and Dictionary now store `Variant` instead of `System.Object`. - Removed generic Array and Dictionary. They cause too much issues, heavily relying on reflection and very limited by the lack of a generic specialization. - Removed support for non-Godot collections. Support for them also relied heavily on reflection for marshaling. Support for them will likely be re-introduced in the future, but it will have to rely on source generators instead of reflection. - Reduced our use of reflection. The remaining usages will be moved to source generators soon. The only usage that I'm not sure yet how to replace is dynamic invocation of delegates.
2022-08-22C#: Add dedicated Variant struct, replacing System.ObjectIgnacio Roldán Etcheverry
2022-08-22C#: Add source generator for method listIgnacio Roldán Etcheverry
2022-08-22C#: Add source generator for signals as eventsIgnacio Roldán Etcheverry
Changed the signal declaration signal to: ``` // The following generates a MySignal event [Signal] public delegate void MySignalEventHandler(int param); ```
2022-08-22C#: Refactor Array & Dictionary interface implementationsIgnacio Roldán Etcheverry
2022-08-22C#: Re-implement assembly reloading with ALCsIgnacio Roldán Etcheverry
2022-08-22C#: Make GodotSharp API a NuGet packageIgnacio Roldán Etcheverry
In the past, the Godot editor distributed the API assemblies and copied them to project directories for projects to reference them. This changed with the move to .NET 5/6. Godot no longer copies the assemblies to project directories. However, the project Sdk still tried to reference them from the same location. From now on, the GodotSharp API is distributed as a NuGet package, which the Sdk can reference. Added an option to `build_assemblies.py` to copy all Godot NuGet packages to an existing local NuGet source. This will be needed during development, while packages are not published to a remote NuGet repository. This option also makes sure to remove packages of the same version installed (~/.nuget/packages). Very useful during development, when packages change, to make sure the package being used by a project is the same we just built and not one from a previous build. A local NuGet source can be created like this: ``` mkdir ~/MyLocalNuGetSource && \ dotnet nuget add source ~/MyLocalNuGetSource/ -n MyLocalNuGetSource ```
2022-08-22C#: Initial NativeAOT supportIgnacio Roldán Etcheverry
This commit adds initial support for games exported as NativeAOT shared libraries. At this moment, the NativeAOT runtime is experimental. Additionally, Godot is not trim-safe as it still makes some use of reflection. For the time being, a rd.xml file is needed to prevent code triming: ``` <Directives xmlns="http://schemas.microsoft.com/netfx/2013/01/metadata"> <Application> <Assembly Name="GodotSharp" Dynamic="Required All" /> <Assembly Name="GAME_ASSEMBLY" Dynamic="Required All" /> </Application> </Directives> ``` These are the csproj changes for publishing: ``` <PropertyGroup> <NativeLib>Shared</NativeLib> </PropertyGroup> <ItemGroup> <RdXmlFile Include="rd.xml" /> <PackageReference Include="Microsoft.DotNet.ILCompiler" Version="7.0.0-*" /> </ItemGroup> ``` More info: - https://github.com/dotnet/runtimelab/blob/feature/NativeAOT/docs/using-nativeaot/compiling.md - https://github.com/dotnet/runtimelab/tree/feature/NativeAOT/samples/NativeLibrary - https://github.com/dotnet/runtimelab/blob/feature/NativeAOT/docs/using-nativeaot/rd-xml-format.md
2022-08-22C#: Upgrade to .NET 6 (5.0 -> 6.0)Ignacio Roldán Etcheverry
2022-08-22C#: Static marshaling for bindings and source generatorsIgnacio Roldán Etcheverry
Previously, we added source generators for invoking/accessing methods, properties and fields in scripts. This freed us from the overhead of reflection. However, the generated code still used our dynamic marshaling functions, which do runtime type checking and box value types. This commit changes the bindings and source generators to include 'static' marshaling. Based on the types known at compile time, now we generate the appropriate marshaling call for each type.