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2023-01-27C#: Rename `Object` to `GodotObject`Raul Santos
2023-01-27C#: Renames to follow .NET naming conventionsRaul Santos
Renamed C# types and members to use PascalCase and follow .NET naming conventions.
2022-09-01C#: Assume 64-bit types when type has no metaRaul Santos
When the C# bindings generator finds a type without meta assume the type refers to the 64-bit version of the type: - `float` is converted to `double` - `int` is converted to `long`
2022-08-26Restore RigidBody2/3D, SoftBody names in physicsfabriceci
2022-08-22C#: Replace `Xform` and `XformInv` with `*` operatorRaul Santos
- In cases where both `Xform`/`XformInv` and the `*` operator were implemented the `Xform`/`XformInv` methods were removed in favor of the `*` operator. - In cases where the `Xform`/`XformInv` existed but not the `*` operator, the `Xform`/`XformInv` methods were replaced with the `*` operator. - In cases where no method existed, a new `*` operator has been implemented to support the same operations that are supported in GDScript. - Fixes the `Transform.Xform` and `Transform.XformInv` with `Rect2` implementation to use a zero `Rect2` size to start expanding from (which is how it's implemented in C++).
2022-08-22C#: Re-introduce generic Godot Array and DictionaryIgnacio Roldán Etcheverry
This new version does not support the following type arguments: - Generic types - Array of Godot Object (Godot.Object[]) or derived types The new implementation uses delegate pointers to call the Variant conversion methods. We do type checking only once in the static constructor to get the conversion delegates. Now, we no longer need to do type checking every time, and we no longer have to box value types. This is the best implementation I could come up with, as C# generics don't support anything similar to C++ template specializations.
2022-08-22C#: Add dedicated Variant struct, replacing System.ObjectIgnacio Roldán Etcheverry
2022-06-16Fix EditorScenePostImport templates for C#Raul Santos
2022-06-15Add script templates for EditorScenePostImportJonathan Nicholl
2022-03-28Refactor GDScript/C# script templates logic to be editor-onlyRémi Verschelde
Not a full refactor as it still goes through ScriptLanguage so it's hacky, but at least it can now compile without this.