Age | Commit message (Collapse) | Author |
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Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
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VarArg methods have the return type Object in the API json for GDNative. This
can cause undefined behavior in some language bindings due to lack of
documentation on VarArg methods' behavior.
This changes the MethodInfo of:
- CSharpScript::_new
- GDScript::_new
- PluginScript::_new
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And 'CRASH_*_MSG' as well.
Also make error messages puntuation and quotation more consistent.
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By default, an unhandled exception will cause the application to be terminated; but the project setting `mono/unhandled_exception_policy` was added to change this behaviour.
The editor is hard-coded to never terminate because of unhandled exceptions, as that would make writing editor plugins a painful task, and we cannot kill the editor because of a mistake in a thirdparty plugin.
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Remove the old API assembly invalidation system. It's pretty simple since now the editor has a hard dependency on the API assemblies and SCons takes care of prebuilding them.
If we fail to load a project's API assembly because it was either missing or outdated, we just copy the prebuilt assemblies to the project and try again. We also do this when creating the solution and before building, just in case the user removed them from the disk after they were loaded.
This way the API assemblies will be always loaded successfully. If they are not, it's a bug.
Also fixed:
- EditorDef was behaving like GlobalDef in GodotTools.
- NullReferenceException because we can't serialize System.WeakReference yet. Use Godot.WeakRef in the mean time.
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Also added an option to output a json file with all the ClassDB registered classes and its members. This can be used to compare the API of two different builds by a simple diff.
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Make the build system automatically build the C# Api assemblies to be shipped with the editor.
Make the editor, editor player and debug export templates use Api assemblies built with debug symbols.
Always run MSBuild to build the editor tools and Api assemblies when building Godot.
Several bugs fixed related to assembly hot reloading and restoring state.
Fix StringExtensions internal calls not being registered correctly, resulting in MissingMethodException.
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Fix location of Mono's shared libraries.
Fix build failing if the directory 'platform/android/java/libs/{target}/{abi}' doesn't exist.
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Create a blacklist of methods that must not be generated. Includes: "to_string", "_to_string" and "_init".
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Also fixed the hint string of exported members.
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- Elements of types like PackedScene will display with the special editor for such type.
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neikeq/dont-forget-to-think-a-name-for-this-branch
C#: Deprecate accessor methods and generate correct int and float types
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- Only load the scripts metadata file when it's really needed. This way we avoid false errors, when there is no C# project, about missing scripts metadata file.
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- Normal log messages are no longer warnings.
- BindingsGenerator is no longer a singleton.
- Added a log function.
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Fixes #17233 allowing C# to override _GetPropertyList
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Added the code for Dictionary as well, but it's not yet supported by the Godot inspector.
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Added constructor that takes IEnumerable for Array and IEnumerable<T> for Array<T>.
Added constructor that takes IDictionary for Dictionary and IDictionary<TKey, TValue> for Dictionary<TKey, TValue>.
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Mono: Fix crash with exported field of custom Reference derived type
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Debug breaks sent with debug_break and debug_break_parse should display correctly in the Godot debugger now.
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Mono: Fix crash when re-using script binding after domain reloading
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better support tool scripts with exported variables.
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Previously this would result in NULL dereferencing. Now we fail with an error.
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I decided to modify code in a defensive way. Ideally functions
like size() or length() should return an unsigned type.
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Fixes #25316.
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Only possible if the object class is a "native type". If the object class is a user class (that derives a "native type") then a script is needed.
Since CSharpLanguage does cleanup of script instance bindings when finished, cases like #25621 will no longer cause problems.
Fixed ~Object() trying to free script instance bindings after the language has already been removed, which would result in a NULL dereference.
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Avoid CSharpInstance from accessing its state after self destructing (by deleting the Reference owner).
It's now safe to replace the script instance without leaking or crashing.
Also fixed godot_icall_Object_weakref return reference being freed before returning.
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Add environment variable to specify a custom --debugger-agent for mono.
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Fix properties being lost when reloading placeholder GDScript instance
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During reloading in `GDScriptLanguage::reload_all_scripts` a placeholder instance that must remain so is replaced with a new placeholder instance. The state is then restored by calling `ScriptInstance::set` for each property. This does not work if the script is missing the properties due to build/parse failing.
The fix for such cases is to call `placeholder_set_fallback` instead of `set` on the script instance.
I took this chance to move the `build_failed` flag from `PlaceHolderScriptInstance` to `Script`. That improves the code a lot. I also renamed it to `placeholder_fallback_enabled` which is a much better name (`build_failed` could lead to misunderstandings).
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Happy new year to the wonderful Godot community!
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