Age | Commit message (Collapse) | Author |
|
|
|
Godot.Object, Array, Dictionary and RID were missing ToString() override methods
|
|
Array now implements IList instead of IList<object, object>.
Dictionary now implements IDictionary instead of IDictionary<object, object>.
|
|
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.
|
|
C#: Add Array.Resize(int) method
|
|
|
|
I decided to modify code in a defensive way. Ideally functions
like size() or length() should return an unsigned type.
|
|
Happy new year to the wonderful Godot community!
|
|
|
|
- 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.
|
|
|
|
|
|
|