Age | Commit message (Collapse) | Author |
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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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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.
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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.
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Custom property for Godot generated project
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Cleans up headers included in editor_node.h
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Godot
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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.
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Mono/C#: Remove GodotTools dependency on the Mono.Posix assembly
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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++.
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`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.
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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.
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Mono/C#: Fix class parser bug with 'where T : struct'
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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.
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The struct decl parsing was outdated. Make both struct decl and class declparsing share the same code.
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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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