Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
|
|
Quote char appears to be ignored by ProcessStartInfo on non-Windows operating systems, so it needs to be escaped.
|
|
This adds constants to projects build via Godot Mono which allows project to conditionally react to different operating systems and 32/64 Bit architecture. Additionally .NET libraries could support multiple engines like Unity and Godot at the same time when compiled from Godot and reacting to definitions.
|
|
Create a blacklist of methods that must not be generated. Includes: "to_string", "_to_string" and "_init".
|
|
neikeq/dont-forget-to-think-a-name-for-this-branch
C#: Deprecate accessor methods and generate correct int and float types
|
|
|
|
- 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.
|
|
- Methods that act as accessors for properties in the same class (like `GetPosition` and `SetPosition` are for `Position`) are now marked as obsolete. They will be made private in the future.
|
|
- Normal log messages are no longer warnings.
- BindingsGenerator is no longer a singleton.
- Added a log function.
|
|
- Also fixed generation of empty summary comments when no comment should have been generated.
|
|
It seems to stay compatible with formatting done by clang-format 6.0 and 7.0,
so contributors can keep using those versions for now (they will not undo those
changes).
|
|
Workaround for syntax highlighting issue in GitHub
|
|
|
|
Replace a few #if/#elif with #ifdef and "#elif defined"
|
|
|
|
Fix -Wimplicit-fallthrough warnings from GCC 8
|
|
neikeq/road-to-lang-agnostic-docs-is-going-to-be-tough
EditorHelp: Improve enum ref resolving and add constant ref support
|
|
Adds `FALLTHROUGH` macro to specify when a fallthrough is intentional.
Can be replaced by `[[fallthrough]]` if/when we switch to C++17.
The warning is now enabled by default for GCC on `extra` warnings level
(part of GCC's `-Wextra`). It's not enabled in Clang's `-Wextra` yet,
but we could enable it manually once we switch to C++11. There's no
equivalent feature in MSVC for now.
Fixes #26135.
|
|
Enum reference resolving will now search in the @GlobalScope if no class is specified and the enum cannot be resolved in the current class.
Added support for constant references in EditorHelp, e.g.: [constant KEY_ENTER] or [constant Control.FOCUS_CLICK]. It supports enum constants (the enum name must not be included).
|
|
Expands to Object.call, Object.set and Object.get for accessing members. This means it can also access members from scripts written in other languages, like GDScript.
|
|
C#: Bindings generator now translates BBCode docs to XML comments
|
|
|
|
|
|
|
|
Print MSBuild command if also printing output
|
|
|
|
Mono: Make 'Build' button generate solution if it doesn't exist
|
|
|
|
|
|
Also we no longer ignore base classes with generics, since we don't really care about that.
|
|
|
|
Fix -Wsuggest-attribute=format warnings.
|
|
|
|
- Move "Mono" popup menu from the top right corner to `Projects -> Tools` as a submenu.
- Add "Build solution" button to the top right corner. Makes it more visible and quicker to access.
- Fix build list in the bottom panel unselect an item when clicking on empty space. Previously it would hide the issues panel but the item would remain selected, making it impossible to display the issues panel again if there was only one item.
|
|
|
|
Fixes #25316.
|
|
This property returns an instance of the singleton.
The purpose of this is to allow using methods from the base class like 'Connect'.
Since all Godot singletons inherit Object, the type of the returned instance is Godot.Object.
|
|
Use script instance binding for objects constructed from C#
|
|
Windows: Default to system MSBuild and add VSCode hint path
|
|
|
|
Don't pass FrameworkPathOverride to MSBuild. It's causing issues with some nuget packages.
|
|
Do not initialize Mono if 'res://.mono/' and mscorlib are missing
|
|
This is the whole reason 'fill_search_dirs' was added for, yet somehow I forgot to pass the config parameter.
|
|
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.
|
|
Previously this was only done when building the script for running the game. This was a problem because the user could want to build the project manually with the "Build project" button, to then run the game from the command line or similar.
|
|
|
|
|