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2021-02-11Improve resource load cachereduz
-Added a new method in Resource: reset_state , used for reloading the same resource from disk -Added a new cache mode "replace" in ResourceLoader, which reuses existing loaded sub-resources but resets their data from disk (or replaces them if they chaged type) -Because the correct sub-resource paths are always loaded now, this fixes bugs with subresource folding or subresource ordering when saving.
2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
2020-12-02Refactor DocData into core and editor (DocTools) partsThakee Nathees
2020-11-29Documentation generation for GDScriptThakee Nathees
- ClassDoc added to GDScript and property reflection data were extracted from parse tree - GDScript comments are collected from tokenizer for documentation and applied to the ClassDoc by the GDScript compiler - private docs were excluded (name with underscore prefix and doesn't have any doc comments) - default values (of non exported vars), arguments are extraced from the parser - Integrated with GDScript 2.0 and new enums were added. - merge conflicts fixed
2020-11-07Reorganized core/ directory, it was too fatty alreadyreduz
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
2020-10-26C#: Fix custom event signals crash on hot-reloadIgnacio Etcheverry
Cleanup and re-initialization of event signals before and after hot-reload should be working correctly now.
2020-10-13Fix code duplication in CSharpScriptopl-
Removes code duplication between `CSharpScript::reload()` and `CSharpScript::initialize_for_managed_type()`. Removes a redundant `CSharpScript::update_exports()` call in `CSharpLanguage::reload_assemblies()` as `CSharpScript::reload()` already calls it when appropriate. Fixes missing update of RPC information in `CSharpScript::initialize_for_managed_type()`.
2020-07-24Remove multilevel callsGeorge Marques
In general they are more confusing to users because they expect inheritance to fully override parent methods. This behavior can be enabled by script writers using a simple super() call.
2020-07-05Mono/C#: Fix several clang-tidy warnings and cleanupIgnacio Etcheverry
2020-05-22Mono/C#: Fix values not updated in remote inspectorIgnacio Etcheverry
2020-05-14Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
2020-05-14Port member initialization from constructor to declaration (C++11)Rémi Verschelde
Using `clang-tidy`'s `modernize-use-default-member-init` check and manual review of the changes, and some extra manual changes that `clang-tidy` failed to do. Also went manually through all of `core` to find occurrences that `clang-tidy` couldn't handle, especially all initializations done in a constructor without using initializer lists.
2020-05-11Inherited C# scene not inheriting parent's fieldspepegadeveloper123
When a child scene inherits a parent scene with a C# root node, the parent scene's export variables appear to assume values set in the parent scene, in the child scene's Inspector. However, when the child scene is played, the parent scene's export variables assume default values. When a node is created, it inherits its parent C# script's fields from the map CSharpScriptInstance::script->member_info. However this map was not initialized outside the editor, and this commit ensured it is. This fixes issues #36480 and #37581.
2020-04-21Add ability to bind typed arrays to script APIJuan Linietsky
Note: Only replaced 2 instances to test, Node.get_children and TileMap.get_used_cells Note: Will do a mass replace on later PRs of whathever I can find, but probably need a tool to grep through doc. Warning: Mono will break, needs to be fixed (and so do TypeScript and NativeScript, need to ask respective maintainers)
2020-04-20Exposed RenderingDevice to script APIJuan Linietsky
Also added an easier way to load native GLSL shaders. Extras: Had to fix no-cache for subresources in resource loader, it was not properly working, making shaders not properly reload. Note: The precommit hooks are broken because they don't seem to support enums from one class being used in another. Feel free to fix this after merging this PR.
2020-04-02Replace NULL with nullptrlupoDharkael
2020-03-17Mono/C#: Optimize the way we store GC handles for scriptsIgnacio Etcheverry
Don't store GC handles for C# script instances and instance bindings as 'Ref<MonoGCHandle>'; store the raw data instead. Initially this was not possible as we needed to store a Variant, but this had not been the case for a looong time yet the stored type was never updated.
2020-03-17Fix C# bindings after recent breaking changesIgnacio Etcheverry
Implementation for new Variant types Callable, Signal, StringName. Added support for PackedInt64Array and PackedFloat64Array. Add generation of signal members as events, as well as support for user created signals as events. NOTE: As of now, raising such events will not emit the signal. As such, one must use `EmitSignal` instead of raising the event directly. Removed old ThreadLocal fallback class. It's safe to use thread_local now since it's supported on all minimum versions of compilers we support.
2020-03-17Style: Set clang-format Standard to Cpp11Rémi Verschelde
For us, it practically only changes the fact that `A<A<int>>` is now used instead of the C++03 compatible `A<A<int> >`. Note: clang-format 10+ changed the `Standard` arguments to fully specified `c++11`, `c++14`, etc. versions, but we can't use `c++17` now if we want to preserve compatibility with clang-format 8 and 9. `Cpp11` is still supported as deprecated alias for `Latest`.
2020-02-28Removed interactive loader, added proper thread loading.Juan Linietsky
2020-02-26Reimplement Mutex with C++'s <mutex>Pedro J. Estébanez
Main: - It's now implemented thanks to `<mutex>`. No more platform-specific implementations. - `BinaryMutex` (non-recursive) is added, as an alternative for special cases. - Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes. - Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts. - A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this. - `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`. - Thread-safe utilities are therefore simpler now. Misc.: - `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same. - Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock). - `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
2020-02-20Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky
objects and made them default.
2020-02-18PoolVector is gone, replaced by VectorJuan Linietsky
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
2020-02-12Optmized data sent during RPC and RSet calls.Andrea Catania
- Now is sent the method ID rather the full function name. - The passed IDs (Node and Method) are compressed so to use less possible space. - The variant (INT and BOOL) is now encoded and compressed so to use much less data. - Optimized RPCMode retrieval for GDScript functions. - Added checksum to assert the methods are the same across peers. This work has been kindly sponsored by IMVU.
2020-01-23Mono/C#: Lighten up unsafe reference checksIgnacio Etcheverry
Because of the weird case with multi-threading and ResourceLoader, it can be the case that a resource is GCed while being referenced again in the main thread. In such cases, a new unsafe reference is created before the finalizer thread removes the previous one.
2020-01-13Mono/C#: Add error checks to detect possible Reference leaksIgnacio Etcheverry
2020-01-01Update copyright statements to 2020Rémi Verschelde
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.
2019-07-08Mono: Fix build errors with tools=noIgnacio Etcheverry
2019-07-08C#: Fix some crashes during assemblies reloadingIgnacio Etcheverry
2019-07-05Re-write mono module editor code in C#Ignacio Etcheverry
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.
2019-06-26Some code changed with Clang-Tidyqarmin
2019-06-19Made use of semicolons more consitent, fixed formattingJohnJLight
2019-06-18Unexpose subclasses of ResourceFormatLoader and -SaverRémi Verschelde
ResourceFormatLoader and ResourceFormatSaver are meant to be overridden to add support for different formats in ResourceLoader and ResourceSaver. Those should be exposed as they can be overridden in plugins. On the other hand, all predefined subclasses of those two base classes are only meant to register support for new file and resource types, but should not and cannot be used directly from script, so they should not be exposed. Also unexposed ResourceImporterOGGVorbis (and thus its base class ResourceImporter) which are editor-only.
2019-06-03Android build and export for the mono moduleIgnacio Etcheverry
2019-06-03Merge pull request #28099 from lupoDharkael/fix-completionRémi Verschelde
Fix code completion not working with class_name
2019-05-24C#: Implement ScriptInstance::to_stringIgnacio Etcheverry
Create a blacklist of methods that must not be generated. Includes: "to_string", "_to_string" and "_init".
2019-05-18C#: Marshalling support for IEnumerable<> and IDictionary<,>Ignacio Etcheverry
Also fixed the hint string of exported members.
2019-04-26Mono: Lazily load scripts metadata fileIgnacio Etcheverry
- 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.
2019-04-16Fix code completion not working with class_namelupoDharkael
2019-04-12Fixes #17233 allowing C# to override _GetPropertyListNuno Cardoso
2019-03-07Mono: Partially implement some Godot debug api functionsIgnacio Etcheverry
Debug breaks sent with debug_break and debug_break_parse should display correctly in the Godot debugger now.
2019-03-07Mono: Fix crash when re-using script binding after domain reloadingIgnacio Etcheverry
2019-02-09Use script instance binding for objects constructed from C#Ignacio Etcheverry
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.
2019-02-03Mono: Lifetime fixes for CSharpInstance and instance binding dataIgnacio Etcheverry
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.
2019-02-03Mono: CleanupIgnacio Etcheverry
2019-01-22Mono: Fix hot reload build errors and cleanupIgnacio Etcheverry
2019-01-10Merge pull request #24877 from neikeq/issue-24280Rémi Verschelde
Fix properties being lost when reloading placeholder GDScript instance
2019-01-10Fix properties being lost when reloading placeholder GDScript instanceIgnacio Etcheverry
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).
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-12-16Merge pull request #19501 from Zylann/custom_loadersRémi Verschelde
Added basic support for custom resource savers and loaders