| Age | Commit message (Collapse) | Author | 
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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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This would be the case when calling SetScript on an object with a C# script.
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C#: Improve tool script support and fix reloading issues
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tools), fixes #17070
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- Now there is only one solution that contains both GodotSharp and GodotSharpEditor project. Previously we had one solution for each project
- GodotSharpEditor reference GodotShatp with a 'ProjectReference'. Previously it was a 'Reference' to the assembly
- This also simplifies the command line option to generate this solution: 'godot --generate-cs-api <OutputDir>'
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Proper support for namespaces and other enhancement/fixes
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- Added a very simple parser that can extract the namespace and class name of a C# script.
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Some of this code has been re-organized.
f
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If it can be compared to a boolean, it can be evaluated as one in-place.
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NOTE: This changes the RPC_MODE_* enum values.
Games should be re-exported. GDNative rebuilt.
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The slave keyword will still be available as deprecated in 3.1 but will
be dropped from future releases.
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