Age | Commit message (Collapse) | Author |
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Mono/C#: Add setting to include I18N assemblies in the exported game
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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.
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Also fixed the editor not including the parse error message in the error.
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Custom property for Godot generated project
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Godot
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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.
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Mono/C#: Remove GodotTools dependency on the Mono.Posix assembly
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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++.
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`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.
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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.
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No space for casting, add spaces inside braces, 4 space indentation, remove trailing indentation, remove BOM.
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Support Rider as external editor for Godot mono version
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dsge/show-template-directory-path-in-error-message
Make sure to include the path in the "Data template directory not found" error message
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- 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.
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error message
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When using this options, assemblies will be saved in the Assemblies folder of the data directory: 'data_AppName/Assemblies/'.
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C#: Fix PathWhich on Windows when name already has extension
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Also make the Posix version of PathWhich check if the file has executable access.
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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.
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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.
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Fix GodotTools.ProjectEditor HintPaths for referenced packages
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Mention Android support in the C# alpha dialog message
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This will make it harder for someone to accidentally commit code that requires a newer version.
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conflict)
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Fixes #31549
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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.
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Mono: Fix custom defines for Mono's MSBuild; remove xbuild
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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.
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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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Mono: Fix Api HintPath and update old game projects
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Mono: Fix null dereference in EditorExportPlatformAndroid
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Fixed Api assembly references with more than one HintPath.
Also made the editor update old C# projects use the new Api assembly HintPaths.
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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.
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Fix IndexOutOfBounds in FindMsBuildToolsPathOnWindows
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Mono: Fix null exception in GenerateGameProject
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