Age | Commit message (Collapse) | Author |
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We are moving in the direction of no dynamic code generation,
so this is no longer desired.
The feature can still be easily implemented by any project that
still want it.
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We will be progressively moving most code to C#.
The plan is to only use Mono's embedding APIs to set things at launch.
This will make it much easier to later support CoreCLR too which
doesn't have rich embedding APIs.
Additionally the code in C# is more maintainable and makes it easier
to implement new features, e.g.: runtime codegen which we could use to
avoid using reflection for marshaling everytime a field, property or
method is accessed.
SOME NOTES ON INTEROP
We make the same assumptions as GDNative about the size of the Godot
structures we use. We take it a bit further by also assuming the layout
of fields in some cases, which is riskier but let's us squeeze out some
performance by avoiding unnecessary managed to native calls.
Code that deals with native structs is less safe than before as there's
no RAII and copy constructors in C#. It's like using the GDNative C API
directly. One has to take special care to free values they own.
Perhaps we could use roslyn analyzers to check this, but I don't know
any that uses attributes to determine what's owned or borrowed.
As to why we maily use pointers for native structs instead of ref/out:
- AFAIK (and confirmed with a benchmark) ref/out are pinned
during P/Invoke calls and that has a cost.
- Native struct fields can't be ref/out in the first place.
- A `using` local can't be passed as ref/out, only `in`. Calling a
method or property on an `in` value makes a silent copy, so we want
to avoid `in`.
REGARDING THE BUILD SYSTEM
There's no longer a `mono_glue=yes/no` SCons options. We no longer
need to build with `mono_glue=no`, generate the glue and then build
again with `mono_glue=yes`. We build only once and generate the glue
(which is in C# now).
However, SCons no longer builds the C# projects for us. Instead one
must run `build_assemblies.py`, e.g.:
```sh
%godot_src_root%/modules/mono/build_scripts/build_assemblies.py \
--godot-output-dir=%godot_src_root%/bin \
--godot-target=release_debug`
```
We could turn this into a custom build target, but I don't know how
to do that with SCons (it's possible with Meson).
OTHER NOTES
Most of the moved code doesn't follow the C# naming convention and
still has the word Mono in the names despite no longer dealing with
Mono's embedding APIs. This is just temporary while transitioning,
to make it easier to understand what was moved where.
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Improve performance of screen_get_dpi() in Javascript
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Allow creating meshes without vertex positions
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Fix Windows list dir handle leak
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Add documentation for all annotations
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now be constructed from an index buffer alone
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Complete documentation of packed arrays
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Add shader uniform hints for screen textures
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Properly scale depth in bokeh_dof effect
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Fix MenuBar not processing shortcuts.
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Unexpose VelocityTracker3D
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Unexpose ProxyTexture
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Make `property_*_revert` methods multilevel and expose them for scripting
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[doc] Fix grammar in class docs: less vs. fewer/lower
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Don't use rounded corners for PopupMenus in the editor theme
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Document that Object metadata starting with `_` is editor-only
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Fix highlighting of multiple operators
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Implement MenuBar control to wrap Popup menus or native menu, use native menu for editor.
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Improve editor toolbar for `Control` nodes
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Allow MSDF rendering for system fonts, fix crash on loading damaged / unsupported font files.
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Fix instance binding unreference callback regression
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Daylily-Zeleen/fixed-GraphEdit-signal-argument-type
Fixed GraphEdit signal argument type
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Quality of life visual shaders updates
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Improve documentation of `CanvasItem`'s draw logic
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Increase the default project window size for better usability
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Hide Dummy text driver in the Project Settings as it makes editor unusable
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Hide properties that have no effect in Label3D inspector
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PopupMenus use separate windows by default in the editor, and windows
no longer support per-pixel transparency for now in 4.0.
Even if per-pixel transparency was reimplemented, we can't assume
that it'll always work in practice (e.g. when compositing is disabled).
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Rename `EditorPropertyShaderMode` to `EditorPropertyVisualShaderMode`
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Move `ShaderCreateDialog`'s `ShaderType` enum out of the header
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Use a const ref for the bone AABB in rendering code
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Rename EditorPlugin.`*_PROPERTY_EDITOR_*` to `*_INSPECTOR_*`
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Tweak the default project icon
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menu for editor.
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The new default window size is tuned to:
- Have a 16:9 aspect ratio,
- Have both dimensions divisible by 8 to better play along with
video recording,
- Be displayable correctly in windowed mode on a 1366×768 display
(tested on Windows 10 with default settings).
This breaks compatibility with projects that didn't change the
window size from the default value (or that kept one of the values
to its default).
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[Editor]: Allow `Select Current` to Save Scenes
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