Age | Commit message (Collapse) | Author |
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The behavior for Basis and Transform2D is unchanged, and Transform gets new behavior. All of the behavior is identical to GDScript's behavior.
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Use uint/ulong for Color in C#
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Closes #35598
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GetNodeOrNull<T> was using GetNode instead of GetNodeOrNull
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Up until now, 'GD.Print' would convert parameters first to
Variant and only then to String. This meant parameters that cannot be
converted to Variant would be printed as "Null".
This commit makes 'GD.Print' fallback to 'System.Object.ToString()'
if the parameter could not be converted to Variant.
The same applies to all 'GD.Print' variants:
'GD.PrintS', 'GD.PrintT', 'GD.PrintErr' and 'GD.PrintRaw'.
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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.
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Previously we had a placeholder solution called 'Managed' to benefit from
tooling while editing the a part of the C# API.
Later the bindings generator would create the final 'GodotSharp' solution
including these C# files as well as the auto-generated C# API.
Now we replaced the 'Managed' solution with the final 'GodotSharp' solution
which is no longer auto-generated, and the bindings generator only takes
care of the auto-generated C# API.
This has the following benefits:
- It's less confusing as there will no longer be two versions of the same file
(the original and a generated copy of it). Now there's only one.
- We no longer need placeholder for auto-generated API classes, like Node or
Resource. We used them for benefiting from tooling. Now we can just use the
auto-generated API itself.
- Simplifies the build system and bindings generator. Removed lot of code
that is not needed anymore.
Also added a post-build target to the GodotTools project to copy the output to
the data dir. This makes it easy to iterate when doing changes to GodotTools,
as SCons doesn't have to be executed anymore just to copy these new files.
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d09193b08ae8fdb082bee6ffd3828eb19fd45ce6 introduced a regression in
StringExtensions.FindLast. StringExtensions.GetFile was also affected as it
relies on FindLast. This in turn broke the project exporter as it uses GetFile.
The cause of the regression is that now FindLast is calling LastIndexOf
with 'startIndex: 0'. This should be 'startIndex: str.Length - 1' instead.
Also fixed another regression in the project exporter:
de7c2ad21b4cc2d889a5aeda64ead962036d2aa4 moved 'GodotTools/GodotSharpExport.cs'
to 'GodotTools/Export/ExportPlugin.cs' and in doing so accidently reverted
the changes from commit e439581198de92e63661c4fe71108cb59cc2d999.
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[Mono] Fix string Find methods having reversed case sensitivity
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No space for casting, add spaces inside braces, 4 space indentation, remove trailing indentation, remove BOM.
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The print methods of mono binding was missing null checks for the params
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Make is_equal_approx separate and make == exact again
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This commit changes behavior for GDScript and C#.
Also did some organizing of the order to logically group related methods, mostly for Rect2 and AABB.
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This commit adds exposed behavior for C#
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I also slid in a fix to C++ Vector3 > and >=
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This will make it harder for someone to accidentally commit code that requires a newer version.
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Also make the docs more consistent, add Axis enum to Vector2, add > and >=. and C# also gets % and an override for vector-vector mod.
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C#: Add Ide Connection library and server for the editor
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And 'CRASH_*_MSG' as well.
Also make error messages puntuation and quotation more consistent.
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Use is_zero_approx(), avoid a negative, and also rename "rng" to "range".
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This will be used for communicating between the Godot editor and external IDEs/editors, for things like opening files, triggering hot-reload and running the game with a debugger attached.
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These silently fail, so they should be removed. I accidentally added most of these last year, trying to make everything else consistent with Quat, sorry!
Also, a few tiny nitpicking changes are included, like whitespace and misspellings.
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Co-authored-by: Xrayez <https://github.com/Xrayez>
Co-authored-by: DleanJeans <https://github.com/DleanJeans>
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Should not be using Variant to String conversion as that would call ToString() again
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Make the build system automatically build the C# Api assemblies to be shipped with the editor.
Make the editor, editor player and debug export templates use Api assemblies built with debug symbols.
Always run MSBuild to build the editor tools and Api assemblies when building Godot.
Several bugs fixed related to assembly hot reloading and restoring state.
Fix StringExtensions internal calls not being registered correctly, resulting in MissingMethodException.
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Added move_toward functions for float, Vector2 and Vector3
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