Age | Commit message (Collapse) | Author |
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search paths on macOS.
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Fixes https://github.com/JetBrains/godot-support/issues/61
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Drop unused xpmfix.sh script.
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CI: Update to clang-format 11 and apply ternary operator changes
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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 🎆
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Mono: Make Godot provide its own WASM m2n trampolines
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This depends on a custom Mono patch from this commit:
godotengine/godot-mono-builds@0e312939bd0dc4b807cc15dbe76a7b65456ab928
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This is needed with newer Mono versions, at least with Mono 6.12+
Depends on the following commit from our build scripts:
godotengine/godot-mono-builds@9d75cff174fa3599a9d90f9bce53f0a86154db1e
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Initialize class/struct variables with default values in platform/ and editor/
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C#: Fix very slow build log update in the editor
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use Text Server interface.
Implement interface mirroring.
Add TextLine and TextParagraph classes.
Handle UTF-16 input on macOS and Windows.
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The underscore prefix was used to avoid the conflict between the `RID` class
name and the matching enum value in `Variant::Type`.
This can be fixed differently by prefixing uses of the `RID` class in `Variant`
with the scope resolution operator, as done already for `AABB`.
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-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
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C#: Make editor create NuGet fallback folder for Godot packages
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Cleanup and re-initialization of event signals before
and after hot-reload should be working correctly now.
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Main benefits:
- Projects can be built offline. Previously you needed internet
access the first time building to download the packages.
- Changes to packages like Godot.NET.Sdk can be easily tested
before publishing. This was already possible but required
too many manual steps.
- First time builds are a bit faster, as the Sdk package doesn't
need to be downloaded. In practice, the package is very small
so it makes little difference.
Bumped Godot.NET.Sdk to 4.0.0-dev3 in order to enable the
recent changes regarding '.mono/' -> '.godot/mono/'.
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- Removed item list that displayed multiple build
configurations launched. Now we only display
the last build that was launched.
- Display build output next to the issues list.
Its visibility can be toggled off/on.
This build output is obtained from the MSBuild
process rather than the MSBuild logger. As such
it displays some MSBuild fatal errors that
previously couldn't be displayed.
- Added a context menu to the issues list with
the option to copy the issue text.
- Replaced the 'Build Project' button in the panel
with a popup menu with the options:
- Build Solution
- Rebuild Solution
- Clean Solution
- The bottom panel button was renamed from 'Mono'
to 'MSBuild' and now display an error/warning icon
if the last build had issues.
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Fixes #42666.
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Identifier "macOS" => "MacOS"
Platform/SDK name reverted to "osx"
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Because `Strings OS_OSX::get_name() const` now returns "macOS" (15a9f94346c211b7afe96af500cb3405aabcf6b8)
The C# GodotTools were still using "OSX" as identifier a few things were borken (e.g. dotnet/msbuild detection).
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Using codespell 1.17.1.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
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When NormalizePath was called with an absolute
path (with drive letter) on Windows, it would
prepend a file path separator to the path, e.g.:
'\C:\Program Files\'.
Apparently this was still accepted as a valid
path by DotNetGlob and it stopped working when
we switched to MSBuildGlob.
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At least on Windows there seems to be issues if
the solution has no BOM and contains a project
with cyrillic chars.
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MSBuild Item returns empty strings if an attribute isn't set (which
caused an IndexOutOfRangeException in NormalizePath).
We were treating Excludes incorrectly, Remove directives provide the
intended behaviour in the auto-including csproj format.
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C#: Hide Build button if there's no solution to build
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Fix parsing of C# files with spaces in the path
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C#: Fix Godot failing to find class namespace
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Same as we do with the bottom panel. Mainly to
avoid bothering if the project is not using C#.
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Previous condition checked only the host
platform. This was a problem as our official
builds are from Linux.
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C#: Fix crash on export when incorrectly freeing MonoAssemblyName
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Support detecting both 32-bit and 64-bit installations of `vswhere.exe`.
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C#: Save newly created csproj files without BOM
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C#: Fix null exception in our MSBuild logger
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We were removing invalid path characters from the
name in C++ code, but the C# editor code wasn't.
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