Age | Commit message (Collapse) | Author |
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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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C#: Add Array.Resize(int) method
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I decided to modify code in a defensive way. Ideally functions
like size() or length() should return an unsigned type.
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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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C#: Add random functions to GD class
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Ensure classes match their header filename
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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`
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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.
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Happy new year to the wonderful Godot community!
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This would be the case when calling SetScript on an object with a C# script.
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With `sed -i $(rg -l '[[:blank:]]*$' -g'!thirdparty') -e 's/[[:blank:]]*$//g'`
(+ manual revert of some thirdparty code under `platform/android`).
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C#: Fix Basis(Vec3,Vec3,Vec3) constructor
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Now it sets axes in order to match GDScript implementation.
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For more details see #22658
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For more details see #22658
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The slave keyword will still be available as deprecated in 3.1 but will
be dropped from future releases.
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Added dummy MSBuild project and solution to get tooling help when editing these files.
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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).
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- 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.
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