Age | Commit message (Collapse) | Author |
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members
(cherry picked from commit 42cf684837aa9d4e4e92d216ac0454bbb03761f4)
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(cherry picked from commit 6019f497b83f71a8c26a4e3831824e22b614bb75)
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(cherry picked from commit f949e949913205fe413377e2dc37b84552c523e0)
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(cherry picked from commit 16a2a164feef75b486dfb96d93cd993341a60faf)
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(cherry picked from commit 0372bd56b69fd3a0f8efd6067deb30ee7a60e17d)
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Prevents ending up with an empty C# menu.
The option to create the C# solution no longer disappears, to avoid confusing users.
If an user tries to use it when a C# solution already exists they are warned that it will override their sln and csproj files.
(cherry picked from commit a1a2fc22558af4b368a6f8a7686399cb0a19f220)
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Use the name of the class in Core, rather than the C# rename, when checking if a class is registered as a singleton.
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.NET: Clicking "Clean solution" should clean, not build
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The solution directory used to be the same as the project
directory (`res://`). We now allow specifying a different
path for the solution and the other external editors already
use that (which seems more convenient for multi-project
scenarios).
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C#: Rename export settings `mono` -> `dotnet` and remove unused AOT settings
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- toggle creation of binary logs
- manage log verbosity
- toggle logging in console
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C#: Preserve directories in output during export
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modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/GodotPluginsInitializerGenerator.cs
Co-authored-by: Ignacio Roldán Etcheverry <neikeq@users.noreply.github.com>
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Avoid error when a plugin contains a class called "Console":
Godot.SourceGenerators\Godot.SourceGenerators.GodotPluginsInitializerGenerator\GodotPlugins.Game.generated.cs(32,25): error CS0117: 'Console' does not contain a definition for 'Error'
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Add `GodotTypeInfo::Metadata` to `MethodInfo`
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Renamed C# types and members to use PascalCase and follow .NET naming conventions.
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C#: Lookup signals and methods in Get method
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C#: Skip methods with pointer parameters
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C#: Annotate API with `[MustBeVariant]`
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C# Improve the "Tag" conversion of documents
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Co-authored-by: Yakov Borevich <j.borevich@gmail.com>
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[codeblocks] for Keep only the [CSharp] part.
[param] is changed to <c>.
[b] for bold text.
[i] for italic text.
4.0 now uses variant, so [variant] to <see cref="Godot.Variant"/>.
since Rider does not support [u], only comments have been modified.
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Also documents the .NET project settings.
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Allows to retrieve `Callable`s and `Signal`s using `Get` like it works in GDScript.
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Removed unused property hints and `Object::get_translatable_strings()`
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* Remove unused `EditorPropertyMember` and related hints, previouly used by
VisualScript. Such logic should be implemented in the VS module itself.
* As the above broke compatibility with the VS module, clean up the other
hacks that were still in core in support of VisualScript.
* `PROPERTY_USAGE_INTERNATIONALIZED` was only used in Object's
`get_translatable_strings()`, which is a legacy function not used anywhere.
So both are removed.
* Reordered some usage flags after the above removal to minimize the diff.
* General clean up.
Fixes #30203.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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This was missing in the conversion of bitflags to BitField<>.
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As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
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- Avoid generic types in `ScriptPathAttributeGenerator`, this
means they won't be added to the `[AssemblyHasScripts]` attribute
and a `[ScriptPath]` attribute won't be added to the class.
Since generic classes can't be used as scripts they shouldn't use
those attributes, this also makes CSharpScript consider those types
invalid since they won't be added to the script/type map.
- Avoid generic types in `ScriptManagerBridge.LookupScriptsInAssembly`.
- Set `outMethodsDest` in `ScriptManagerBridge.UpdateScriptClassInfo`.
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C#: Rename `ConvertToX` methods
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