Age | Commit message (Collapse) | Author |
|
Now that the unused DocDump was removed, the `editor/doc` subfolder is
redundant.
Similarly, there's no reason for Collada to have a subfolder for itself
when glTF or OBJ don't.
|
|
Fix warning: Property not found: mono/editor/editor_path_optional
|
|
UTF-8, LF, no BOM, and newlines at the end of files
|
|
|
|
Sync csproj when files are changed from the Godot FileSystem dock
|
|
|
|
fix RiderPathLocator - searching for toolbox on Mac
|
|
|
|
|
|
Implementation for new Variant types Callable, Signal, StringName.
Added support for PackedInt64Array and PackedFloat64Array.
Add generation of signal members as events, as well as support for
user created signals as events.
NOTE: As of now, raising such events will not emit the signal. As such,
one must use `EmitSignal` instead of raising the event directly.
Removed old ThreadLocal fallback class. It's safe to use thread_local now since
it's supported on all minimum versions of compilers we support.
|
|
For us, it practically only changes the fact that `A<A<int>>` is now
used instead of the C++03 compatible `A<A<int> >`.
Note: clang-format 10+ changed the `Standard` arguments to fully
specified `c++11`, `c++14`, etc. versions, but we can't use `c++17`
now if we want to preserve compatibility with clang-format 8 and 9.
`Cpp11` is still supported as deprecated alias for `Latest`.
|
|
|
|
|
|
|
|
Allow using Rider MSBuild on Windows, when Rider is selected as external editor
|
|
|
|
|
|
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
|
|
|
|
objects and made them default.
|
|
|
|
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
|
|
|
|
|
|
Fix C# preprocessor infinite loop and incorrect parsing of `#if!`
|
|
|
|
Mono/C#: Add setting to include I18N assemblies in the exported game
|
|
|
|
|
|
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.
|
|
No attempts are made at conditional compilation. The main if branch is always assumed to be true.
|
|
Also fixed the editor not including the parse error message in the error.
|
|
|
|
- Generate the comment for the param, even if the method has no description.
- Generate the comment outside the <summary> element.
|
|
Commit 4d727f1ee6b970298a7c1752ba19b49d7060c405 made it possible for vararg
methods to return void. This broke the C# bindings generator which was
assuming in one place that vararg methods always return Variant.
|
|
Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
|
|
Custom property for Godot generated project
|
|
Cleans up headers included in editor_node.h
|
|
Godot
|
|
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.
|
|
|
|
|
|
|
|
Mono/C#: Remove GodotTools dependency on the Mono.Posix assembly
|
|
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++.
|
|
`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.
|
|
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.
|
|
Mono/C#: Fix class parser bug with 'where T : struct'
|
|
It would incorrectly error thinking the nested namespace is being declared inside a struct/class. This was because of an incorrect nesting level being used for classes and structs.
|
|
The struct decl parsing was outdated. Make both struct decl and class declparsing share the same code.
|