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2018-08-17Mono: Improve C# core files (glue/cs_files) buildsystemIgnacio Etcheverry
- Search C# files recursively in 'glue/cs_files'. - Determine a version for the C# core files automatically. The latest modified time will do for now.
2018-08-15mono: add constants to transform and vector structsKelly Thomas
2018-08-14Merge pull request #20890 from KellyThomas/mono-is-instance-validIgnacio Etcheverry
mono: add IsInstanceValid(), move WeakRef()
2018-08-14mono: add IsInstanceValid(), move WeakRef()Kelly Thomas
2018-08-13Merge pull request #20706 from mysticfall/issue-20705Ignacio Etcheverry
Add missing GetPtr() for Dictionary<> and Array<>
2018-08-04Add missing GetPtr() for Dictionary<> and Array<>Xavier Cho
Add missing GetPtr() method for generic versions of Dictionary and Array to fix #20705.
2018-08-03Added generic method for ResourceLoader: Load<T>()exts
2018-07-27Add missing methods to Node class in the mono gluePaul Joannon
* GetNodeOrNull<T> * GetChild<T> * GetChildOrNull<T> * GetOwner<T> * GetOwnerOrNull<T> * GetParent<T> * GetParentOrNull<T>
2018-07-25[Mono] Fix Color incorrect ordering of int export methods, added 64-bitAaron Franke
[Mono] Fix Color incorrect ordering of int export methods, added 64-bit long export methods.
2018-07-25Merge pull request #20298 from PJB3005/18-07-20-mono-partial-api-extIgnacio Etcheverry
Makes Mono binding classes partial & adds GetNode<T>.
2018-07-23Merge pull request #15880 from neikeq/better-collectionsIgnacio Etcheverry
Mono: Add Dictionary and Array classes
2018-07-21[Mono] Improvements to GD.cs: PascalCasing and real_tAaron Franke
[Mono] Improvements to GD.cs: PascalCasing and real_t
2018-07-20Makes Mono bindings partial & adds GetNode<T>.Pieter-Jan Briers
2018-07-20Add Array and Dictionary wrapper classes to C#Ignacio Etcheverry
2018-07-19Fix bug with Basis.Transposed()oisincar
Fix bug where Basis.Transposed() incorrectly updated local basis, and returned an unmodified copy. This also fixes Transform.Inverse().
2018-07-05Merge pull request #19231 from aaronfranke/mono-fposmod-to-modIgnacio Etcheverry
[Mono] Rename Fposmod to PosMod, fix output
2018-06-27[Mono] Rename Fposmod to PosModAaron Franke
[Mono] Rename Fposmod to PosMod
2018-06-24Lerp now consistent with Godot API. InverseLerp fixed.Nathan Warden
2018-05-29New sync keywords in GDScript, NativeScript, MonoFabio Alessandrelli
2018-05-29Revert "RPCMode refactor, more sync modes"Max Hilbrunner
2018-05-26New sync keywords in GDScript, NativeScript, MonoFabio Alessandrelli
2018-05-25Merge pull request #19063 from KellyThomas/c-sharp-feature-parity-vectorsRémi Verschelde
mono: Add Slerp method to vector classes, expose Cross method for Vector2
2018-05-22mono: add Slerp method to vector classes, expose Cross method for Vector2, ↵Kelly Thomas
and fix unnecessary casts in Basis
2018-05-21Fix index out of range error in string.Extension()Kelly Thomas
2018-05-18Merge pull request #18974 from KellyThomas/c-sharp-feature-parity-basisRémi Verschelde
Mono: Basis constructor for euler parameter
2018-05-18Merge pull request #18975 from KellyThomas/c-sharp-feature-parity-colorIgnacio Etcheverry
mono: New Color methods: Darkened, Lightened and ToRgba32
2018-05-17mono: Plane, expose Normal, and DKelly Thomas
2018-05-17mono: New Color methods: Darkened, Lightened and ToRgba32Kelly Thomas
2018-05-17Mono: Basis constructor for euler parameterKelly Thomas
2018-05-15Set current SynchronizationContext before the game loop startsAdam Cigánek
This fixes the problem that `SynchronizationContext.Current` would be null during the call to `_EnterTree`, `_Ready` and the first call to `_Process` thus the task continuations would be scheduled outside the main thread, which is unexpected and might lead to crashes. With this change, task continuations are scheduled always on the main thread and so async/await can be used without any explicit synchronization, which is what is expected. Fixes #18849
2018-05-04round / ceil methods for c sharp vectorsKelly thomas
2018-04-17#18051: Fix indentation issues introduced during clean upXavier Cho
2018-04-17#18051: Do not use `var` in a for-loop, or where type is not obviousXavier Cho
2018-04-17#18051: Use common name for Color type argumentXavier Cho
2018-04-17#18051: Remove redundant verbatim prefixesXavier Cho
2018-04-17#18051: Use default parameter valueXavier Cho
2018-04-17#18051: Use array initializer when applicableXavier Cho
2018-04-17#18051: Remove redundant parenthesisXavier Cho
2018-04-17#18051: Remove unnecessary variable assignmentsXavier Cho
2018-04-17#18051: Use 'var' when applicableXavier Cho
2018-04-17#18051: Remove redundant casts and 'using', 'else', 'this' statementsXavier Cho
2018-04-17Remove duplicated declaration of RoundToInt() from MathfXavier Cho
2018-04-13[Mono] Improve MathfChaosus
2018-04-03[mono] Fixes #17936 as GodotSharp (Core\Basic.cs) requires C#7 now, but we ↵Alexander Alekseev
most probably should keep C#6 yet
2018-03-26Added wrap functions to C#Chaosus
2018-03-24Fix mono basis GetEuler bug and marshalling/unmarshallingCarter Anderson
2018-03-24Merge pull request #17134 from aaronfranke/masterIgnacio Etcheverry
[Mono] Replace float with real_t, other misc C# improvements
2018-03-22Replace float with real_t, default Vectors, other misc C# improvementsAaron Franke
Replace float with real_t in most files, defined at the top of each file via using. Objects such as Vector3 now accept doubles as inputs, and convert to real_t internally. I've added default Vectors such as Vector3.Zero. Other misc C# improvements such as Mathf.RoundToInt(). Color continues to use float only because high precision is not needed for 8-bit color math and to keep things simple. Everything seems to compile and work fine, but testing is requested, as this is the first time I've ever contributed to Godot.
2018-03-04[mono] rename functions to conform to PascalCasePaul Joannon
in: * StringExtensions.cs * Transform.cs
2018-02-25Mono: Better versioning and gracefully unloading of Godot API assembliesIgnacio Etcheverry