Age | Commit message (Collapse) | Author |
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No space for casting, add spaces inside braces, 4 space indentation, remove trailing indentation, remove BOM.
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Support Rider as external editor for Godot mono version
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dsge/show-template-directory-path-in-error-message
Make sure to include the path in the "Data template directory not found" error message
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- Added correct config file for android dllmaps.
- Fix __Internal DllImports with a dlopen fallback.
- Add missing P/Invoke functions and internal calls expected by the monodroid BCL and our custom version of the 'Android.Runtime.AndroidEnvironment' class (this last one can be found in the godot-mono-builds repo).
- Make sure to set 'btls' instead of 'legacy' as the default TLS provider on Android.
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error message
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When using this options, assemblies will be saved in the Assemblies folder of the data directory: 'data_AppName/Assemblies/'.
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C#: Fix PathWhich on Windows when name already has extension
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Also make the Posix version of PathWhich check if the file has executable access.
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The Mono IL interpreter's WebAssembly to native trampolines don't support passing structs by value, so we need to do it this way.
Also now we pass and return long, ulong, float and double as ref parameters as well. This is due to missing trampolines for float and long types. This is likely a temporary workaround that will be reverted in the future. The correct solution would be to patch 'mono/mini/m2n-gen.cs' when building the Mono runtime for WASM in order to generate the trampolines we need.
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This was a wrong check as an exit code of 0 means success,
not failure. It used to be fine as blocking mode always returned
-2, but this was changed in #32033 to return the exit code.
Fixes #32424.
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API hashes cannot be calculated on release builds, as bindings information is lacking. Therefore, we should not be comparing it with the generated glue hash as they will never match.
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Added some obvious errors explanations
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Mono: Fix PCK assembly paths when exporting from Windows
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Assembly paths were written to PCK files with backslash as path separator and PackedData only supports forward slash.
This would make exported games unable to find the assemblies.
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Fix GodotTools.ProjectEditor HintPaths for referenced packages
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Mention Android support in the C# alpha dialog message
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This will make it harder for someone to accidentally commit code that requires a newer version.
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conflict)
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Fixes #31549
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C#: Add Ide Connection library and server for the editor
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And 'CRASH_*_MSG' as well.
Also make error messages puntuation and quotation more consistent.
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This will be used for communicating between the Godot editor and external IDEs/editors, for things like opening files, triggering hot-reload and running the game with a debugger attached.
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Mono: Fix custom defines for Mono's MSBuild; remove xbuild
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Mono's MSBuild and System/VisualStudio's MSBuild expect a different format for surrounding property values with quotes on the command line.
xbuild does not seem to support semicolons in property values from the command line: https://xamarin.github.io/bugzilla-archives/16/16465/bug.html
It's a good time to just remove xbuild support entirely.
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Remove the old API assembly invalidation system. It's pretty simple since now the editor has a hard dependency on the API assemblies and SCons takes care of prebuilding them.
If we fail to load a project's API assembly because it was either missing or outdated, we just copy the prebuilt assemblies to the project and try again. We also do this when creating the solution and before building, just in case the user removed them from the disk after they were loaded.
This way the API assemblies will be always loaded successfully. If they are not, it's a bug.
Also fixed:
- EditorDef was behaving like GlobalDef in GodotTools.
- NullReferenceException because we can't serialize System.WeakReference yet. Use Godot.WeakRef in the mean time.
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Mono: Fix Api HintPath and update old game projects
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Mono: Fix null dereference in EditorExportPlatformAndroid
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Fixed Api assembly references with more than one HintPath.
Also made the editor update old C# projects use the new Api assembly HintPaths.
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We need to dispose the GodotSharpExport export plugin before the editor destroys EditorSettings. Otherwise, if the GC disposes it at a later time, EditorExportPlatformAndroid will be freed after EditorSettings already was, and its device polling thread will try to access the EditorSettings singleton, resulting in null dereferencing.
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Fix IndexOutOfBounds in FindMsBuildToolsPathOnWindows
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Mono: Fix null exception in GenerateGameProject
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Also fix pdb files for GodotTools.*.dll assemblies not being copied to the output directory.
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DirAccess::get_full_path(path) only works if the path exists. Implement our own abspath function.
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