Age | Commit message (Collapse) | Author |
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Print MSBuild command if also printing output
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Mono: Make 'Build' button generate solution if it doesn't exist
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Also we no longer ignore base classes with generics, since we don't really care about that.
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Fix -Wsuggest-attribute=format warnings.
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- 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.
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Fixes #25316.
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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.
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Use script instance binding for objects constructed from C#
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Windows: Default to system MSBuild and add VSCode hint path
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Don't pass FrameworkPathOverride to MSBuild. It's causing issues with some nuget packages.
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Do not initialize Mono if 'res://.mono/' and mscorlib are missing
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This is the whole reason 'fill_search_dirs' was added for, yet somehow I forgot to pass the config parameter.
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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.
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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.
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Add environment variable to specify a custom --debugger-agent for mono.
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BaseIntermediateOutputPath seems to be empty by default. The workaround is to explicitly set it.
Also fixed passing char instead of char[] to String.Split. Why was this even working with Mono?
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C# Bindings Generator: Fix vararg methods with custom return type
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This would cause errors that shouldn't happen unless there was something to build.
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This fixes the previously wrong PR
Because we don't actually ship 'debug' templates to users make sure
the mono exporter picks the correct 'data' directory for export
templates.
This fixes #24752
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Because we don't actually ship 'debug' templates to users make sure
the mono exporter picks the correct 'data' directory for export
templates.
This fixes #24752
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Add code-oss, vscode-oss, and visual-studio-code-oss to vscode path
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Happy new year to the wonderful Godot community!
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VSCode's executable name is not uniform and godot only search for "code".
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C#: Improve tool script support and fix reloading issues
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Add option for automatic project updating.
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- Now there is only one solution that contains both GodotSharp and GodotSharpEditor project. Previously we had one solution for each project
- GodotSharpEditor reference GodotShatp with a 'ProjectReference'. Previously it was a 'Reference' to the assembly
- This also simplifies the command line option to generate this solution: 'godot --generate-cs-api <OutputDir>'
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Previously it would fail if the type name included its namespace.
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- Added a very simple parser that can extract the namespace and class name of a C# script.
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- `modules\mono\csharp_script.cpp(576): warning C4099: 'CSharpScriptDepSort': type name first seen using 'class' now seen using 'struct'`
- `modules\mono\signal_awaiter_utils.cpp(144): warning C4003: not enough actual parameters for macro 'ERR_FAIL_V'`
- `modules\mono\editor\net_solution.cpp(101): warning C4129: '%': unrecognized character escape sequence`
- (several) `modules\mono\glue\cs_compressed.gen.h(222): warning C4129: 'E': unrecognized character escape sequence`
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