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2021-08-20Rename C# string extensions to follow GDScriptRaul Santos
Follow up to d9d77291bca8dd1e87aa4d9e40de96d99e5ef1f6. Renames `String.Extension` -> `String.GetExtension()` and `String.BaseName()` -> `String.GetBaseName()`. This makes those methods more consistent with GDScript and with the `GetBaseDir` method.
2021-08-16Fix C# native instance bindings after recent re-writeIgnacio Roldán Etcheverry
This was needed after: 44691448911f1d29d4d79dbdd5553734761e57c4
2021-08-06Merge pull request #51008 from raulsntos/csharp-renamesRémi Verschelde
2021-08-05Reduce C# Dictionary internal callsRaul Santos
- Implements new `KeyValuePairs` and `KeyValuePairAt` internal calls to get the `key` and the `value` in one call. - Caches the `DictionaryEntry` to reuse properties without repeating internal calls.
2021-08-05Add documentation to Dictionary in C#Raul Santos
Adds documentation to `Godot.Collections.Dictionary` in C#.
2021-08-05Rename RotationQuaternion to be more similar to get_rotation_quaternionRaul Santos
Renames `RotationQuaternion` to be more consistent with `get_rotation_quaternion`
2021-08-05Rename RandSeed to RandFromSeed and use ref paramRaul Santos
Renames `RandSeed` method to be more consistent with `Math::rand_from_seed`
2021-08-03Simplify C# print methodsRaul Santos
- Extracts the parameters logic to a single method - Simplify the handling of null parameters
2021-07-30Remove obsolete "dectime" methodAaron Franke
Replaced by "move_toward"
2021-07-29Merge pull request #51009 from raulsntos/fix-csharp-splitRémi Verschelde
Use `allowEmpty` parameter in Split
2021-07-29Use C# interpolated stringsRaul Santos
Uses interpolated strings wherever possible. String concatenations are still left where used for breaking long lines.
2021-07-29Use `allowEmpty` parameter in SplitRaul Santos
2021-07-25Add documentation to Array in C#Aaron Franke
2021-07-25Use const references where possible for List range iteratorsRémi Verschelde
2021-07-24Fix documentation in StringExtensionsRaul Santos
2021-07-24Merge pull request #50757 from aaronfranke/simple-cs-editorconfigIgnacio Roldán Etcheverry
Add a simple C# `.editorconfig`
2021-07-23Use C++ iterators for Lists in many situationsAaron Franke
2021-07-23Add a simple C# .editorconfigAaron Franke
2021-07-20[Net] Single `rpc` annotation. "sync" no longer part of mode.Fabio Alessandrelli
- Move the "sync" property for RPCs to RPCConfig. - Unify GDScript annotations into a single one: - `@rpc(master)` # default - `@rpc(puppet)` - `@rpc(any)` # former `@remote` - Implement three additional `@rpc` options: - The second parameter is the "sync" option (which also calls the function locally when RPCing). One of "sync", "nosync". - The third parameter is the transfer mode (reliable, unreliable, ordered). - The third parameter is the channel (unused for now).
2021-07-08Redo how instance bindings workreduz
* The harcoded 8 slots are no more and impose limits in the new extension system. * New system is limitless, although it will impose small performance hit with a mutex. * Use a token to request the instance binding. **Warning**: Mono will most likely break as a result of this, will need to be modified to use the new system.
2021-06-23Fixing mono build after instance() -> instanciate() name changeGrzegorz Puławski
2021-06-19Rename `instance()`->`instantiate()` when it's a verbLightning_A
2021-06-17Add Quaternion angle_to methodAaron Franke
2021-06-13Merge pull request #34668 from aaronfranke/to-stringRémi Verschelde
[Core] Reformat structure string operators
2021-06-13Improve & fix Mono buildPedro J. Estébanez
- Fix C++ compile errors about pending variable renames after the `Reference` to `RefCount` change. - Fix C# compile errors due to the recent rename of `EnablePlugin()` and `Build()`, which are now underscore-prefixed in bindings. - Additional rename: `godot_icall_Reference_Dtor` to `godot_icall_RefCounted_Dtor`.
2021-06-11Rename Reference to RefCountedPedro J. Estébanez
2021-06-11Reformat structure string operatorsAaron Franke
The order of numbers is not changed except for Transform2D. All logic is done inside of their structures (and not in Variant). For the number of decimals printed, they now use String::num_real which works best with real_t, except for Color which is fixed at 4 decimals (this is a reliable number of float digits when converting from 16-bpc so it seems like a good choice)
2021-06-07Style: Cleanup uses of double spaces between wordsRémi Verschelde
Or after punctuation. Tried to leave third-party stuff alone, unless it has been heavily modified for Godot.
2021-06-04Rename Quat to QuaternionMarcel Admiraal
2021-06-03Merge pull request #38430 from aaronfranke/transform3dRémi Verschelde
2021-06-03Allow clamping vectors and colorsAaron Franke
2021-06-03Rename Vector2 clamped to limit_length and add limit_length to Vector3Aaron Franke
2021-06-03Rename files and the exposed name for Transform3DAaron Franke
2021-06-03Rename Transform to Transform3D in coreAaron Franke
2021-05-21Rename Vector2 Perpendicular to Orthogonal in C#Aaron Franke
2021-05-07Merge pull request #45144 from dalexeev/color-constsRémi Verschelde
Rename color constants (alternative)
2021-03-08Merge pull request #46174 from xill47/mono-appdomain-unhandled-exception-eventRémi Verschelde
Added mono_unhandled_exception call to unhandled_exception hook
2021-03-08Added mono_unhandled_exception call to unhandled_exception hookIlya Kuznetsov
2021-03-07Merge pull request #46713 from neikeq/csharp-source-generators-initRémi Verschelde
Add C# source generator for ScriptPathAttribute
2021-03-06Add C# source generator for a new ScriptPath attributeIgnacio Etcheverry
This source generator adds a newly introduced attribute, `ScriptPath` to all classes that: - Are top-level classes (not inner/nested). - Have the `partial` modifier. - Inherit `Godot.Object`. - The class name matches the file name. A build error is thrown if the generator finds a class that meets these conditions but is not declared `partial`, unless the class is annotated with the `DisableGodotGenerators` attribute. We also generate an `AssemblyHasScripts` assembly attribute which Godot uses to get all the script classes in the assembly, eliminating the need for Godot to search them. We can also avoid searching in assemblies that don't have this attribute. This will be good for performance in the future once we support multiple assemblies with Godot script classes. This is an example of what the generated code looks like: ``` using Godot; namespace Foo { [ScriptPathAttribute("res://Player.cs")] // Multiple partial declarations are allowed [ScriptPathAttribute("res://Foo/Player.cs")] partial class Player {} } [assembly:AssemblyHasScripts(new System.Type[] { typeof(Foo.Player) })] ``` The new attributes replace script metadata which we were generating by determining the namespace of script classes with a very simple parser. This fixes several issues with the old approach related to parser errors and conditional compilation. It also makes the task part of the MSBuild project build, rather than a separate step executed by the Godot editor.
2021-02-25Add generic support to PackedScene.InstanceAaron Franke
2021-02-16Added signed_angle_to for Vector3JestemStefan
2021-02-13Fix Mono build after resource load cache changesXartorx
2021-02-01Replace ColorN and from HTML with a string constructorAaron Franke
2021-02-01Fix C# string.Hash()zaevi
2021-01-28Unify URI encoding/decoding and add to C#Aaron Franke
http_escape and percent_encode have been unified into uri_encode, and http_unescape and percent_decode have been unified into uri_decode.
2021-01-28Make hex_to_int and bin_to_int handle the prefix automaticallyAaron Franke
Also add BinToInt to C#
2021-01-26Rename color constants (alternative)Danil Alexeev
Named color constants renamed to UPPERCASE. Unlike #41019, this PR is complete and implements these changes in the simplest way possible. Co-authored-by: Shivam Mukherjee <mshivam98@gmail.com>
2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
2020-12-28Merge pull request #44586 from madmiraal/rename-stepifyRémi Verschelde
Rename Math::stepify to snapped