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path: root/modules/mono/editor/GodotTools
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2020-02-18Mono: Fix build after ObjectID and Texture2D changesRémi Verschelde
2020-01-23Merge pull request #35478 from neikeq/issue-32260Rémi Verschelde
Mono/C#: Add setting to include I18N assemblies in the exported game
2020-01-23Mono/C#: Add setting to include I18N assemblies in the exported gameIgnacio Etcheverry
2020-01-23Mono/C#: Default to net47 for new projectsIgnacio Etcheverry
2020-01-21Make script class parser errors to not abort the buildIgnacio Etcheverry
As our script class parser is error prone, we should not impede the build from continuing because of a parsing error. This should be reverted in the future once we switch to Roslyn.
2020-01-20Mono/C#: Fix error when parsing nested genericsIgnacio Etcheverry
Also fixed the editor not including the parse error message in the error.
2020-01-03Mono/C#: Fix wrong HintPath for package in GodotToolsIgnacio Etcheverry
2019-12-31Merge pull request #34699 from van800/godot-guidIgnacio Roldán Etcheverry
Custom property for Godot generated project
2019-12-30add custom property to csproj, which identifies that project is generated by ↵Ivan Shakhov
Godot
2019-12-28Mono/C#: Re-structure API solution and GodotTools post-build targetIgnacio Etcheverry
Previously we had a placeholder solution called 'Managed' to benefit from tooling while editing the a part of the C# API. Later the bindings generator would create the final 'GodotSharp' solution including these C# files as well as the auto-generated C# API. Now we replaced the 'Managed' solution with the final 'GodotSharp' solution which is no longer auto-generated, and the bindings generator only takes care of the auto-generated C# API. This has the following benefits: - It's less confusing as there will no longer be two versions of the same file (the original and a generated copy of it). Now there's only one. - We no longer need placeholder for auto-generated API classes, like Node or Resource. We used them for benefiting from tooling. Now we can just use the auto-generated API itself. - Simplifies the build system and bindings generator. Removed lot of code that is not needed anymore. Also added a post-build target to the GodotTools project to copy the output to the data dir. This makes it easy to iterate when doing changes to GodotTools, as SCons doesn't have to be executed anymore just to copy these new files.
2019-12-25fix Rider path on MacIvan.Shakhov
2019-12-21add suggested fixDan Kramer
2019-12-21Merge pull request #34514 from neikeq/remove-dep-on-mono-posixRémi Verschelde
Mono/C#: Remove GodotTools dependency on the Mono.Posix assembly
2019-12-21Mono/C#: Remove GodotTools dependency on the Mono.Posix assemblyIgnacio Etcheverry
MSBuild on Windows uses the system .NET Framework BCL instead of Mono's. Because of this, it may not be able to find the Mono.Posix assembly, so it's better not to depend on it. We needed Mono.Posix to call Syscall.access, so we can replace this with an internal call that does the same in C++.
2019-12-19Mono/C#: Fix Variant -> MonoString* when type is Variant:NILIgnacio Etcheverry
`Variant::operator String()` returns "Null" if the type is `Variant:NIL`. We must consider that and return a null `MonoString*` instead when marshalling. This was also causing a "Null" error to be displayed when exporting a game because null string members would be set to "Null" during hot-reload.
2019-12-17Mono/C#: Fix project export and fix FindLast/GetFile regressionIgnacio Etcheverry
d09193b08ae8fdb082bee6ffd3828eb19fd45ce6 introduced a regression in StringExtensions.FindLast. StringExtensions.GetFile was also affected as it relies on FindLast. This in turn broke the project exporter as it uses GetFile. The cause of the regression is that now FindLast is calling LastIndexOf with 'startIndex: 0'. This should be 'startIndex: str.Length - 1' instead. Also fixed another regression in the project exporter: de7c2ad21b4cc2d889a5aeda64ead962036d2aa4 moved 'GodotTools/GodotSharpExport.cs' to 'GodotTools/Export/ExportPlugin.cs' and in doing so accidently reverted the changes from commit e439581198de92e63661c4fe71108cb59cc2d999.
2019-12-11Mono formattingAaron Franke
No space for casting, add spaces inside braces, 4 space indentation, remove trailing indentation, remove BOM.
2019-12-11Merge pull request #34181 from van800/riderRémi Verschelde
Support Rider as external editor for Godot mono version
2019-12-11Support Rider as External EditorIvan Shakhov
2019-12-05Merge pull request #34018 from ↵Ignacio Roldán Etcheverry
dsge/show-template-directory-path-in-error-message Make sure to include the path in the "Data template directory not found" error message
2019-12-04Mono/C#: Several android fixesIgnacio Etcheverry
- Added correct config file for android dllmaps. - Fix __Internal DllImports with a dlopen fallback. - Add missing P/Invoke functions and internal calls expected by the monodroid BCL and our custom version of the 'Android.Runtime.AndroidEnvironment' class (this last one can be found in the godot-mono-builds repo). - Make sure to set 'btls' instead of 'legacy' as the default TLS provider on Android.
2019-11-30Make sure to include the path in the "Data template directory not found" ↵dsge
error message
2019-11-29Mono/C#: Add option to export assemblies outside of PCKIgnacio Etcheverry
When using this options, assemblies will be saved in the Assemblies folder of the data directory: 'data_AppName/Assemblies/'.
2019-11-21Merge pull request #33791 from neikeq/issue-33761Ignacio Roldán Etcheverry
C#: Fix PathWhich on Windows when name already has extension
2019-11-21C#: Fix PathWhich on Windows when name already has extensionIgnacio Etcheverry
Also make the Posix version of PathWhich check if the file has executable access.
2019-11-20Fix C# export error dialog showing up when it should notIgnacio Etcheverry
2019-11-15Mono/C#: Initial exporter support for AOT compilationIgnacio Etcheverry
2019-11-13Mono/C#: WebAssembly supportIgnacio Etcheverry
2019-10-11C#: Fix detection of outdated release Godot API assembliesIgnacio Etcheverry
2019-10-03Mono: Fix detection of MsBuild from Visual StudioRémi Verschelde
This was a wrong check as an exit code of 0 means success, not failure. It used to be fine as blocking mode always returned -2, but this was changed in #32033 to return the exit code. Fixes #32424.
2019-09-07Mono: Fix PCK assembly paths when exporting from WindowsIgnacio Etcheverry
Assembly paths were written to PCK files with backslash as path separator and PackedData only supports forward slash. This would make exported games unable to find the assemblies.
2019-08-29Merge pull request #31770 from neikeq/supercedes-31008Rémi Verschelde
Fix GodotTools.ProjectEditor HintPaths for referenced packages
2019-08-29Fix GodotTools.ProjectEditor HintPaths for referenced packagesIgnacio Etcheverry
2019-08-26Merge pull request #31652 from Calinou/csharp-alpha-dialog-androidRémi Verschelde
Mention Android support in the C# alpha dialog message
2019-08-25Set C# 7 as LangVersion for GodotTools and Godot API projectsIgnacio Etcheverry
This will make it harder for someone to accidentally commit code that requires a newer version.
2019-08-25Mention Android support in the C# alpha dialog messageHugo Locurcio
2019-08-25default is only supported by 7.1, reverted to support 7.0 out of the box (no ↵lamonte
conflict)
2019-08-22Make sure '.mono/metadata/' exists before creating fileIgnacio Etcheverry
Fixes #31549
2019-08-04C#: Add Ide Connection library and server for the editorIgnacio Etcheverry
This will be used for communicating between the Godot editor and external IDEs/editors, for things like opening files, triggering hot-reload and running the game with a debugger attached.
2019-07-26Merge pull request #30842 from neikeq/fix-custom-props-msbuildIgnacio Roldán Etcheverry
Mono: Fix custom defines for Mono's MSBuild; remove xbuild
2019-07-26Mono: Fix custom defines for Mono's MSBuild; remove xbuildIgnacio Etcheverry
Mono's MSBuild and System/VisualStudio's MSBuild expect a different format for surrounding property values with quotes on the command line. xbuild does not seem to support semicolons in property values from the command line: https://xamarin.github.io/bugzilla-archives/16/16465/bug.html It's a good time to just remove xbuild support entirely.
2019-07-25Fix incorrectly updating csproj and not closing build issues fileIgnacio Etcheverry
2019-07-24Mono: Fix regression: external editors not working on WindowsIgnacio Etcheverry
2019-07-14Mono: Better handling of missing/outdated API assembliesIgnacio Etcheverry
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.
2019-07-11Mono: Add old TTRs to GodotToolsIgnacio Etcheverry
2019-07-10Merge pull request #30502 from neikeq/chotto-matte-kudasaiIgnacio Roldán Etcheverry
Mono: Fix Api HintPath and update old game projects
2019-07-10Merge pull request #30501 from neikeq/dispose-godotsharpexportIgnacio Roldán Etcheverry
Mono: Fix null dereference in EditorExportPlatformAndroid
2019-07-10Mono: Fix Api HintPath and update old game projectsIgnacio Etcheverry
Fixed Api assembly references with more than one HintPath. Also made the editor update old C# projects use the new Api assembly HintPaths.
2019-07-10Mono: Fix null dereference in EditorExportPlatformAndroidIgnacio Etcheverry
We need to dispose the GodotSharpExport export plugin before the editor destroys EditorSettings. Otherwise, if the GC disposes it at a later time, EditorExportPlatformAndroid will be freed after EditorSettings already was, and its device polling thread will try to access the EditorSettings singleton, resulting in null dereferencing.
2019-07-10Merge pull request #30486 from neikeq/fix-indexoutofbounds-msbuildfinderIgnacio Roldán Etcheverry
Fix IndexOutOfBounds in FindMsBuildToolsPathOnWindows