Age | Commit message (Collapse) | Author |
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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If we fail to load a project's API assembly because it was either missing or outdated, we just copy the prebuilt assemblies to the project and try again.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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ClassDB::can_instance was changed recently breaking our code, as the editor is not yet initialized. Check ClassInfo::creation_func directly.
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Old value wasn't string so we have to keep that in mind
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ptrcall assumes methods that return a Reference type do so with Ref<T>. Returning Reference* from a method exposed to the scripting API completely breaks ptrcalls to this method (it can be quite hard to debug!).
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Make the build system automatically build the C# Api assemblies to be shipped with the editor.
Make the editor, editor player and debug export templates use Api assemblies built with debug symbols.
Always run MSBuild to build the editor tools and Api assemblies when building Godot.
Several bugs fixed related to assembly hot reloading and restoring state.
Fix StringExtensions internal calls not being registered correctly, resulting in MissingMethodException.
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Fix location of Mono's shared libraries.
Fix build failing if the directory 'platform/android/java/libs/{target}/{abi}' doesn't exist.
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Quote char appears to be ignored by ProcessStartInfo on non-Windows operating systems, so it needs to be escaped.
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This adds constants to projects build via Godot Mono which allows project to conditionally react to different operating systems and 32/64 Bit architecture. Additionally .NET libraries could support multiple engines like Unity and Godot at the same time when compiled from Godot and reacting to definitions.
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Create a blacklist of methods that must not be generated. Includes: "to_string", "_to_string" and "_init".
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neikeq/dont-forget-to-think-a-name-for-this-branch
C#: Deprecate accessor methods and generate correct int and float types
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- Only load the scripts metadata file when it's really needed. This way we avoid false errors, when there is no C# project, about missing scripts metadata file.
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- Methods that act as accessors for properties in the same class (like `GetPosition` and `SetPosition` are for `Position`) are now marked as obsolete. They will be made private in the future.
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- Normal log messages are no longer warnings.
- BindingsGenerator is no longer a singleton.
- Added a log function.
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- Also fixed generation of empty summary comments when no comment should have been generated.
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It seems to stay compatible with formatting done by clang-format 6.0 and 7.0,
so contributors can keep using those versions for now (they will not undo those
changes).
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Workaround for syntax highlighting issue in GitHub
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Replace a few #if/#elif with #ifdef and "#elif defined"
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Fix -Wimplicit-fallthrough warnings from GCC 8
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neikeq/road-to-lang-agnostic-docs-is-going-to-be-tough
EditorHelp: Improve enum ref resolving and add constant ref support
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Adds `FALLTHROUGH` macro to specify when a fallthrough is intentional.
Can be replaced by `[[fallthrough]]` if/when we switch to C++17.
The warning is now enabled by default for GCC on `extra` warnings level
(part of GCC's `-Wextra`). It's not enabled in Clang's `-Wextra` yet,
but we could enable it manually once we switch to C++11. There's no
equivalent feature in MSVC for now.
Fixes #26135.
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Enum reference resolving will now search in the @GlobalScope if no class is specified and the enum cannot be resolved in the current class.
Added support for constant references in EditorHelp, e.g.: [constant KEY_ENTER] or [constant Control.FOCUS_CLICK]. It supports enum constants (the enum name must not be included).
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Expands to Object.call, Object.set and Object.get for accessing members. This means it can also access members from scripts written in other languages, like GDScript.
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C#: Bindings generator now translates BBCode docs to XML comments
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