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path: root/modules/mono/glue/base_object_glue.cpp
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2020-02-18Mono: Fix build after ObjectID and Texture2D changesRémi Verschelde
2020-01-13Mono/C#: Add error checks to detect possible Reference leaksIgnacio Etcheverry
2020-01-01Update copyright statements to 2020Rémi Verschelde
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.
2019-11-13Mono/C#: WebAssembly supportIgnacio Etcheverry
2019-07-08Fix Godot.Object.ToString() infinite recursionIgnacio Etcheverry
Should not be using Variant to String conversion as that would call ToString() again
2019-06-03Android build and export for the mono moduleIgnacio Etcheverry
2019-04-18C#: Add missing ToString() override methodsIgnacio Etcheverry
Godot.Object, Array, Dictionary and RID were missing ToString() override methods
2019-04-06Fix wrong method binds and registered classIgnacio Etcheverry
2019-03-29C#: Add DynamicGodotObject classIgnacio Etcheverry
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.
2019-02-12Core: Ensure classes match their header filenameRémi Verschelde
Also drop some unused files. Renamed: - `core/dvector.h` -> `pool_vector.h` - `core/io/resource_import.h` -> `resource_importer.h` - `core/sort.h` -> `sort_array.h` - `core/string_db.h` -> `string_name.h` Dropped: - `core/allocators.h` - `core/os/shell.h` - `core/variant_construct_string.cpp`
2019-02-03Mono: Lifetime fixes for CSharpInstance and instance binding dataIgnacio Etcheverry
Avoid CSharpInstance from accessing its state after self destructing (by deleting the Reference owner). It's now safe to replace the script instance without leaking or crashing. Also fixed godot_icall_Object_weakref return reference being freed before returning.
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-12-01Fix crash due to ~CSharpInstance() being called on freed instanceIgnacio Etcheverry
This would be the case when calling SetScript on an object with a C# script.
2018-09-12Fix/workaround for issue #21667Ignacio Etcheverry
When a Reference managed instance is garbage collected and its finalizer is called, it could happen that the native instance is referenced once again before the finalizer can unreference and memdelete it. The workaround is to create a new managed instance when this happens (at least for now).
2018-09-12Cleanup of c# api files and bindings generatorIgnacio Etcheverry
- We no longer generate RID and NodePath C# classes. Both will be maintained manually. - We no longer generate C# declarations and runtime registration of internal calls for the following classes: RID, NodePath, String, GD, SignalAwaiter and Godot.Object (partial base). - We no longer auto-generate the base members of Godot.Object. They will be maintained manually as a partial class. This makes it easier to maintain these C# classes and their internal calls, as well as the bindings generator which no longer generates C# classes that don't derive from Godot Object, and it no longer generates the Godot.Object base members (which where unreadable in the bindings generator code). - Added missing 'RID(Object from)' constructor to the RID C# class. - Replaced MONO_GLUE_DISABLED constant macro with MONO_GLUE_ENABLED. - Add sources in module/mono/glue even if glue is disabled, but surround glue files with ifdef MONO_GLUE_ENABLED.