Age | Commit message (Collapse) | Author |
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Not sure if we should check revision too, but this is good enough for what we want.
This will be needed to load the correct Microsoft.Build when we switch to the nuget version.
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- Make GodotTools output directly to the SCons output directory.
- Removed xbuild_fallback from the build system.
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Improve shortcut formatting in docs
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This was a regression from 93d7ec88360a467a3041c0aa08390daa1f75892b (#38110).
Mono's old implementation of Microsoft.Build hardcodes HasUnsavedChanges to
always return true.
This workaround can be reverted once we switch to official Microsoft.Build.
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C#: Save copy of sln and csproj before applying fixes
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- Include PDB files in exported games.
- Release export templates also allow debugging now.
Right now the only way to enable debugging in exported games is with the environment variables, which may be cumbersome or not even possible on some platforms.
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Subgroups were added in #37678 but not properly handled everywhere
where PROPERTY_USAGE_GROUP is.
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Right now, games only work on devices when exported with FullAOT+Interpreter.
There are some issues left that need to addressed for FullAOT alone. Right now,
it's giving issues with the Godot.NativeCalls static constructor.
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- Travis: Change x11 to linuxbsd
- SCons: Change x11 plataform to linuxbsd
- Plugins: Remove ; to avoid fallthrough warning
- DisplayServerX11: Implement set_icon
- DisplayServerX11: Fix X11 bug when a window was erased from windows
map, all the changes from that erased windows are sending to the main
window
- DisplayServerX11: Reorder create_window commands
- DisplayServerX11: Change every Size2 to Size2i and Rect2 to Rect2i
where it belongs
+ More X11 fixes which have been integrated directly back into reduz's
original commits while rebasing the branch.
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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.
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Fix warning: Property not found: mono/editor/editor_path_optional
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UTF-8, LF, no BOM, and newlines at the end of files
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Sync csproj when files are changed from the Godot FileSystem dock
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fix RiderPathLocator - searching for toolbox on Mac
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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.
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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`.
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Allow using Rider MSBuild on Windows, when Rider is selected as external editor
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- 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.
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objects and made them default.
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Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
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Fix C# preprocessor infinite loop and incorrect parsing of `#if!`
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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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No attempts are made at conditional compilation. The main if branch is always assumed to be true.
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Also fixed the editor not including the parse error message in the error.
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- Generate the comment for the param, even if the method has no description.
- Generate the comment outside the <summary> element.
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