Age | Commit message (Collapse) | Author |
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I also slid in a fix to C++ Vector3 > and >=
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Also make the docs more consistent, add Axis enum to Vector2, add > and >=. and C# also gets % and an override for vector-vector mod.
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C#: Add Ide Connection library and server for the editor
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Use is_zero_approx(), avoid a negative, and also rename "rng" to "range".
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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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These silently fail, so they should be removed. I accidentally added most of these last year, trying to make everything else consistent with Quat, sorry!
Also, a few tiny nitpicking changes are included, like whitespace and misspellings.
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Co-authored-by: Xrayez <https://github.com/Xrayez>
Co-authored-by: DleanJeans <https://github.com/DleanJeans>
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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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Added move_toward functions for float, Vector2 and Vector3
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Optimize Basis constructor for Axis Angle
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Fix C# build error in MarshalUtils debug code
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Using codespell 1.15.0.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
doubleclick
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
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Also fixed the hint string of exported members.
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In GDScript, rename "decimals" to "step_decimals". In C#, add "StepDecimals", but keep the old functionality in a method called "DecimalCount".
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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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Mono: Convert all items to string before printing
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Godot.Object, Array, Dictionary and RID were missing ToString() override methods
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Added method to retrieve a direction vector from one point to another
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Added smoothstep built-in function
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Added the code for Dictionary as well, but it's not yet supported by the Godot inspector.
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Added constructor that takes IEnumerable for Array and IEnumerable<T> for Array<T>.
Added constructor that takes IDictionary for Dictionary and IDictionary<TKey, TValue> for Dictionary<TKey, TValue>.
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Array now implements IList instead of IList<object, object>.
Dictionary now implements IDictionary instead of IDictionary<object, object>.
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Safer encode/decode variant.
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Network peers get_var/put_var
File get_var/store_var
GDScript/Mono/VisualScript bytes2var/var2bytes
Add MultiplayerAPI.allow_object_decoding member which deprecates PacketPeer.allow_object_decoding.
Break ABI compatibaility (API compatibility for GDNative).
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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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Add a custom TraceListener on Startup for Mono
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Fixes that Debug/Trace Assertions are simply swallowed by Godot.
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Fixes #26209
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Fix Basis operator[int]. Now it returns columns instead of rows.
Fix Transform2D.AfficeInverse() mutating rather than returning a new Transform2D.
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- Make NodePath and RID sealed classes.
- Renamed rand_range to RandRange.
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C#: Throw ObjectDisposedException from disposed wrapper classes
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