Age | Commit message (Collapse) | Author |
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Added custom node export
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Changing timing of call to xr_interface->pre_draw_viewport
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Fix `SceneTreeEditor::_update_tree()` binding
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Set the shortcut context for the edit/search/goto menus to the ScriptEditor so that shortcuts continue to work when FindReplaceBar is focused.
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Correctly rename to read_model_matrix when using shader builtins that rely on model matrix
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Fix MIDI input with ALSA
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Fix invalid tooltip position
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kleonc/sprite-frames-editor-fix-frame-index-calculation
`SpriteFramesEditor` Fix calculating frame index from mouse position
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add polygons property description in Polygon2D
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`GDScriptAnalyzer` Fix math utilities crashing when invalid args are passed
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Remove `override_selected_font_color` property
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Make Camera3D gizmo clickable
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Simplify Euler order test code in test_basis.h
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Ensure vulkan subgroups are disabled for MoltenVK
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Rename queue_delete => queue_free
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Fix passed dictionary to `internal_process()` in importer plugin for animation
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Check for a Vulkan extension before checking its features
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Fixed Image.save_jpg() does not write any file
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Add a few buttons in Remote Scene Tree
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Allow non-constant string message for assert
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Add OpenGL timer queries to OpenGL3 backend
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Fix exporting with big export templates
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Improve ColorPicker sliders in OKHSL mode
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Use proper types for converting Java float/double arrays in Android code
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Minor code improvements
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Fix get_path() error when calling get_node()
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Fix TextEdit action and CodeEdit completion crash
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Add Caret Insert Below and Above shortcuts to TextEdit
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Support AtlasTexture in radial modes of TextureProgressBar
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C#: Reflection-less delegate callables and nested generic Godot collections
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Added missing docs to built-in types float and int
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Doc consistency: tweak "inspector" Vs. "Inspector"
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Fixed signal connection examples to use new callable syntax in the docs
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This allows using generic Godot collections as type arguments for other
generic Godot collections. This also allows generic Godot collections
as parameter or return type in dynamic Callable invocations.
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We aim to make the C# API reflection-free, mainly for concerns about
performance, and to be able to target NativeAOT in refletion-free mode,
which reduces the binary size.
One of the main usages of reflection still left was the dynamic
invokation of callable delegates, and for some time I wasn't sure
I would find an alternative solution that I'd be happy with.
The new solution uses trampoline functions to invoke the delegates:
```
static void Trampoline(object delegateObj, NativeVariantPtrArgs args, out godot_variant ret)
{
if (args.Count != 1)
throw new ArgumentException($"Callable expected 1 arguments but received {args.Count}.");
string res = ((Func<int, string>)delegateObj)(
VariantConversionCallbacks.GetToManagedCallback<int>()(args[0])
);
ret = VariantConversionCallbacks.GetToVariantCallback<string>()(res);
}
Callable.CreateWithUnsafeTrampoline((int num) => "Foo" + num, &Trampoline);
```
Of course, this is too much boilerplate for user code. To improve this,
the `Callable.From` methods were added. These are overloads that take
`Action` and `Func` delegates, which covers the most common use cases:
lambdas and method groups:
```
// Lambda
Callable.From((int num) => "Foo" + num);
// Method group
string AppendNum(int num) => "Foo" + num;
Callable.From(AppendNum);
```
Unfortunately, due to limitations in the C# language, implicit
conversions from delegates to `Callable` are not supported.
`Callable.From` does not support custom delegates. These should be
uncommon, but the Godot C# API actually uses them for event signals.
As such, the bindings generator was updated to generate trampoline
functions for event signals. It was also optimized to use `Action`
instead of a custom delegate for parameterless signals, which removes
the need for the trampoline functions for those signals.
The change to reflection-free invokation removes one of the last needs
for `ConvertVariantToManagedObjectOfType`. The only remaining usage is
from calling script constructors with parameters from the engine
(`CreateManagedForGodotObjectScriptInstance`). Once that one is made
reflection-free, `ConvertVariantToManagedObjectOfType` can be removed.
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Fix `TileMap` collision shapes debug draw
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doc: link GPUParticles2D to a more appropriate demo
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Document the ENetPacketPeer class
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Document the DisplayServer class
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Change all WEBP strings and comments to WebP
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Fix built-in script path of GDScript to prevent crash
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Make creating window do not flicker when specify custom position
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Fix differences between Windows and linuxbsd Display Server
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