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path: root/modules/mono/mono_gd/gd_mono.cpp
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2022-07-21Rename OSX to macOS and iPhoneOS to iOS.bruvzg
2022-05-12Add a new HashMap implementationreduz
Adds a new, cleaned up, HashMap implementation. * Uses Robin Hood Hashing (https://en.wikipedia.org/wiki/Hash_table#Robin_Hood_hashing). * Keeps elements in a double linked list for simpler, ordered, iteration. * Allows keeping iterators for later use in removal (Unlike Map<>, it does not do much for performance vs keeping the key, but helps replace old code). * Uses a more modern C++ iterator API, deprecates the old one. * Supports custom allocator (in case there is a wish to use a paged one). This class aims to unify all the associative template usage and replace it by this one: * Map<> (whereas key order does not matter, which is 99% of cases) * HashMap<> * OrderedHashMap<> * OAHashMap<>
2022-04-11Make FileAccess and DirAccess classes reference counted.bruvzg
2022-03-11Convert uses of `DirAccess *` to `DirAccessRef` to prevent memleaksRémi Verschelde
`DirAccess *` needs to be deleted manually, and this is often forgotten especially when doing early returns with `ERR_FAIL_COND`. `DirAccessRef` is deleted automatically when it goes out of scope. Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
2022-02-16Style: Cleanup single-line blocks, semicolons, dead codeRémi Verschelde
Remove currently unused implementation of TextureBasisU, could be re-added later on if needed and ported.
2022-02-12Use EditorFileDialog instead of FileDialog in the project managerHendrik Brucker
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-11-10Move Mono unhandled exception setting to be located within a subsectionHugo Locurcio
Settings that aren't within a subsection are difficult to reach when other settings do have a subsection. This also adds documentation for the project setting.
2021-10-28clang-format: Enable `BreakBeforeTernaryOperators`Rémi Verschelde
clang-format keeps breaking the way it handles break *after* ternary operators, so I give up and go with the only style they seem to actually test.
2021-10-28clang-format: Disable alignment of operands, too unreliableRémi Verschelde
Sets `AlignOperands` to `DontAlign`. `clang-format` developers seem to mostly care about space-based indentation and every other version of clang-format breaks the bad mismatch of tabs and spaces that it seems to use for operand alignment. So it's better without, so that it respects our two-tabs `ContinuationIndentWidth`.
2021-08-17Namespaces instead of underscore prefix for bindsMax Hilbrunner
Thanks to neikeq for the initial work. Co-authored-by: Ignacio Roldán Etcheverry <neikeq@users.noreply.github.com>
2021-07-25Use const references where possible for List range iteratorsRémi Verschelde
2021-07-23Use C++ iterators for Lists in many situationsAaron Franke
2021-06-19Rename `instance()`->`instantiate()` when it's a verbLightning_A
2021-06-11Core: Move DirAccess and FileAccess to `core/io`Rémi Verschelde
File handling APIs are typically considered part of I/O, and we did have most `FileAccess` implementations in `core/io` already.
2021-04-26Remove uses of `auto` for better readability and online code reviewsHugo Locurcio
The current code style guidelines forbid the use of `auto`. Some uses of `auto` are still present, such as in UWP code (which can't be currently tested) and macros (where removing `auto` isn't easy).
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.
2021-01-12CI: Update to clang-format 11 and apply ternary operator changesRémi Verschelde
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 🎆
2020-12-28Rename empty() to is_empty()Marcel Admiraal
2020-11-16Remove empty lines around braces with the formatting scriptAaron Franke
2020-11-07Reorganized core/ directory, it was too fatty alreadyreduz
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
2020-07-05Mono/C#: Fix several clang-tidy warnings and cleanupIgnacio Etcheverry
2020-05-30Fixes building mono release templatesNutmegStudio
2020-05-22Mono/C#: Don't try to load project assembly in project managerIgnacio Etcheverry
This was causing an error message when launching the manager, because there is no project assembly to load.
2020-05-14Style: Enforce separation line between function definitionsRémi Verschelde
I couldn't find a tool that enforces it, so I went the manual route: ``` find -name "thirdparty" -prune \ -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \ -o -name "*.glsl" > files perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files) misc/scripts/fix_style.sh -c ``` This adds a newline after all `}` on the first column, unless they are followed by `#` (typically `#endif`). This leads to having lots of places with two lines between function/class definitions, but clang-format then fixes it as we enforce max one line of separation. This doesn't fix potential occurrences of function definitions which are indented (e.g. for a helper class defined in a .cpp), but it's better than nothing. Also can't be made to run easily on CI/hooks so we'll have to be careful with new code. Part of #33027.
2020-05-14Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
2020-05-09C#: Rewrite GodotTools messaging protocolIgnacio Etcheverry
2020-05-09C#/Mono: Check assembly version when loadingIgnacio Etcheverry
Not sure if we should check revision too, but this is good enough for what we want. This will be needed to load the correct Microsoft.Build when we switch to the nuget version.
2020-04-23Mono/C#: Fix assemblies being reloaded a second time unnecesarilyIgnacio Etcheverry
2020-04-22Mono/C#: Allow debugging exported gamesIgnacio Etcheverry
- Include PDB files in exported games. - Release export templates also allow debugging now. Right now the only way to enable debugging in exported games is with the environment variables, which may be cumbersome or not even possible on some platforms.
2020-04-02Replace NULL with nullptrlupoDharkael
2020-03-31Mono/C#: Add iOS supportIgnacio Etcheverry
Right now, games only work on devices when exported with FullAOT+Interpreter. There are some issues left that need to addressed for FullAOT alone. Right now, it's giving issues with the Godot.NativeCalls static constructor.
2020-03-08Refactor ScriptDebugger.Fabio Alessandrelli
EngineDebugger is the new interface to access the debugger. It tries to be as agnostic as possible on the data that various subsystems can expose. It allows 2 types of interactions: - Profilers: A subsystem can register a profiler, assigning it a unique name. That name can be used to activate the profiler or add data to it. The registered profiler can be composed of up to 3 functions: - Toggle: called when the profiler is activated/deactivated. - Add: called whenever data is added to the debugger (via `EngineDebugger::profiler_add_frame_data`) - Tick: called every frame (during idle), receives frame times. - Captures: (Only relevant in remote debugger for now) A subsystem can register a capture, assigning it a unique name. When receiving a message, the remote debugger will check if it starts with `[prefix]:` and call the associated capture with name `prefix`. Port MultiplayerAPI, Servers, Scripts, Visual, Performance to the new profiler system. Port SceneDebugger and RemoteDebugger to the new capture system. The LocalDebugger also uses the new profiler system for scripts profiling.
2020-02-05Remove duplicate WARN_PRINT macro.Marcel Admiraal
2020-02-05Remove duplicate ERR_PRINT macro.Marcel Admiraal
2020-01-01Update copyright statements to 2020Rémi Verschelde
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.
2019-12-19Mono/C#: Remove hard-coded debugger wait at initializationIgnacio Etcheverry
Up until now debug builds would always wait up to 500 ms during initialization to give time for debuggers to attach to the game. We no longer want this as it increases startup time unnecesarily. The way forward is to setup the debugger agent as client instead of server. This way it's the game that connect to the debugger, not the other way around. If server mode is still desired, suspend=y can be used to indefinitely wait for the debugger to attach. This all can be specified with the environment variable 'GODOT_MONO_DEBUGGER_AGENT' when launching the game.
2019-12-16Merge pull request #34382 from van800/profilerRémi Verschelde
Allow attaching any external profiler, including JetBrains dotTrace
2019-12-16Allow attaching any external profiler, including JetBrains dotTraceIvan Shakhov
2019-12-16Mono: Enable threads suspend workaround on WindowsRémi Verschelde
This appears to be necessary for current official builds cross-compiled with MinGW from Linux, using Mono 6.6.0.160. Follow-up to #31784, see #29812 for details.
2019-12-04Mono/C#: Several android fixesIgnacio Etcheverry
- Added correct config file for android dllmaps. - Fix __Internal DllImports with a dlopen fallback. - Add missing P/Invoke functions and internal calls expected by the monodroid BCL and our custom version of the 'Android.Runtime.AndroidEnvironment' class (this last one can be found in the godot-mono-builds repo). - Make sure to set 'btls' instead of 'legacy' as the default TLS provider on Android.
2019-11-29Mono/C#: Add option to export assemblies outside of PCKIgnacio Etcheverry
When using this options, assemblies will be saved in the Assemblies folder of the data directory: 'data_AppName/Assemblies/'.
2019-11-13Mono/C#: WebAssembly supportIgnacio Etcheverry
2019-10-12C#: Fix regression from #32732 caused a crash on domain reloadIgnacio Etcheverry
2019-10-11Mono: Fix template build after #32732Rémi Verschelde
2019-10-11C#: Fix detection of outdated release Godot API assembliesIgnacio Etcheverry
2019-09-28Merge pull request #32401 from neikeq/Kisaama!Ignacio Roldán Etcheverry
Mono: Don't compare API hashes on release builds
2019-09-28Mono: Don't compare API hashes on release buildsIgnacio Etcheverry
API hashes cannot be calculated on release builds, as bindings information is lacking. Therefore, we should not be comparing it with the generated glue hash as they will never match.
2019-09-26Merge pull request #32353 from neikeq/yameroRémi Verschelde
Mono: Improve API assembly load error message on exported games