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2019-08-09Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in 'modules/mono'Ignacio Etcheverry
And 'CRASH_*_MSG' as well. Also make error messages puntuation and quotation more consistent.
2019-07-25Mono: Don't try to update project assemblies from project managerIgnacio Etcheverry
Previously, when running the project manager, we would try to load the API assemblies from the project and fail because we were not editing any project. This would make us try to copy the prebuilt API assemblies to the project. Since there is no project, it would try to copy them to the executable location. This would fail if Godot doesn't have permissions to write to that location. This commit fixes that by instead trying to load the prebuilt API assemblies in the first place, if running the project manager.
2019-07-24Mono: Add option to keep running after unhandled exceptionsIgnacio Etcheverry
By default, an unhandled exception will cause the application to be terminated; but the project setting `mono/unhandled_exception_policy` was added to change this behaviour. The editor is hard-coded to never terminate because of unhandled exceptions, as that would make writing editor plugins a painful task, and we cannot kill the editor because of a mistake in a thirdparty plugin.
2019-07-22Mono: Fix editor API assembly not being updatedIgnacio Etcheverry
If both the core and editor API assemblies are missing or out of sync, Godot will only update the former and then abort when trying to load them again because the latter was not updated. Godot will update it correctly the next time it's started, but this should not be needed and it should work the first time. This commit fixes that.
2019-07-20Fix mono module build errors for release templatesIgnacio Etcheverry
2019-07-14Mono: Better handling of missing/outdated API assembliesIgnacio Etcheverry
Remove the old API assembly invalidation system. It's pretty simple since now the editor has a hard dependency on the API assemblies and SCons takes care of prebuilding them. If we fail to load a project's API assembly because it was either missing or outdated, we just copy the prebuilt assemblies to the project and try again. We also do this when creating the solution and before building, just in case the user removed them from the disk after they were loaded. This way the API assemblies will be always loaded successfully. If they are not, it's a bug. Also fixed: - EditorDef was behaving like GlobalDef in GodotTools. - NullReferenceException because we can't serialize System.WeakReference yet. Use Godot.WeakRef in the mean time.
2019-07-09Merge pull request #30463 from neikeq/fix-search-dirsRémi Verschelde
Fix export templates ignoring assemblies in 'res://.mono/assemblies'
2019-07-09Fix export templates ignoring assemblies in 'res://.mono/assemblies'Ignacio Etcheverry
2019-07-08Mono: Fix build errors with tools=noIgnacio Etcheverry
2019-07-08Fix --generate-mono-glue bug when directory doesn't existIgnacio Etcheverry
DirAccess::get_full_path(path) only works if the path exists. Implement our own abspath function.
2019-07-05Re-write mono module editor code in C#Ignacio Etcheverry
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.
2019-07-03Mono: Android build and shared libraries fixesIgnacio Etcheverry
Fix location of Mono's shared libraries. Fix build failing if the directory 'platform/android/java/libs/{target}/{abi}' doesn't exist.
2019-06-26Some code changed with Clang-Tidyqarmin
2019-06-19Made use of semicolons more consitent, fixed formattingJohnJLight
2019-06-03Android build and export for the mono moduleIgnacio Etcheverry
2019-05-21Merge pull request #29079 from neikeq/oopsieIgnacio Roldán Etcheverry
Fix C# build error in MarshalUtils debug code
2019-05-21Fix C# build error in MarshalUtils debug codeIgnacio Etcheverry
2019-05-21Replace call to 'mono_runtime_object_init' with manual ctor invokingIgnacio Etcheverry
2019-05-18C#: Marshalling support for IEnumerable<> and IDictionary<,>Ignacio Etcheverry
Also fixed the hint string of exported members.
2019-04-29C#: Support resource type hint in exported arraysIgnacio Etcheverry
- Elements of types like PackedScene will display with the special editor for such type.
2019-04-29Merge pull request #28423 from ↵Rémi Verschelde
neikeq/dont-forget-to-think-a-name-for-this-branch C#: Deprecate accessor methods and generate correct int and float types
2019-04-26Mono: Lazily load scripts metadata fileIgnacio Etcheverry
- Only load the scripts metadata file when it's really needed. This way we avoid false errors, when there is no C# project, about missing scripts metadata file.
2019-04-25C# bindings generator cleanupIgnacio Etcheverry
- Normal log messages are no longer warnings. - BindingsGenerator is no longer a singleton. - Added a log function.
2019-04-24Fix invalid mono log file name on WindowsIgnacio Etcheverry
2019-04-18Mono: Use exit(status) instead of abort() in exception hookIgnacio Etcheverry
2019-04-17Mono: Logging improvementsIgnacio Etcheverry
- The default log level in debug builds is now 'info' instead of 'debug'. - Add option to specify a different log level with the 'GODOT_MONO_LOG_LEVEL' environment variable. - The name of log files is now a readable date and time. - Always print the log file path (previously it was printed only it in verbose mode).
2019-04-08Merge pull request #27711 from neikeq/ifdef-clang-tidyRémi Verschelde
Replace a few #if/#elif with #ifdef and "#elif defined"
2019-04-06C#: Support type hints for exported ArraysIgnacio Etcheverry
Added the code for Dictionary as well, but it's not yet supported by the Godot inspector.
2019-04-06C#: Add marshalling support for IEnumerable and IDictionaryIgnacio Etcheverry
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>.
2019-04-05Replace a few #if/#elif with #ifdef and "#elif defined"Ignacio Etcheverry
2019-03-10Mono: Some assembly referencing changes and cleanupIgnacio Etcheverry
Apparently we don't need to call mono_debug_close_image ourselves and we can call mono_image_close right away as it's not our duty to keep that reference.
2019-03-09Mono: Fix assemblies path String incorrectly constructed from utf8Ignacio Etcheverry
Also fixed a wrong ifdef that was causing Mono to never be initialized if mscorlib was not found (which was the case with the utf8 assemblies path bug this commit fixes). This condition was meant for exported projects only, not for the editor only.
2019-03-08Merge pull request #26746 from shartte/godot-trace-listenerIgnacio Roldán Etcheverry
Add a custom TraceListener on Startup for Mono
2019-03-07Added a Godot TraceListener, which is automatically installed on startup. ↵Sebastian Hartte
Fixes that Debug/Trace Assertions are simply swallowed by Godot.
2019-03-07Mono: Fix crash when re-using script binding after domain reloadingIgnacio Etcheverry
2019-03-05Merge pull request #26661 from neikeq/issue-17601Ignacio Etcheverry
Mono: Fix array field being assigned MonoArray** instead of MonoArray*
2019-03-05Mono: Fix array field being assigned MonoArray** instead of MonoArray*Ignacio Etcheverry
Fixes #17601
2019-03-04Merge pull request #26591 from neikeq/oiRémi Verschelde
Mono: Add option to print MSBuild output and improve out of sync error
2019-03-04Mono: Add option to print MSBuild output and improve out of sync errorIgnacio Etcheverry
2019-03-02Add mono log profiler supportCarter Anderson
2019-02-27Fix -Wsign-compare warnings.marxin
I decided to modify code in a defensive way. Ideally functions like size() or length() should return an unsigned type.
2019-02-20Add -Wshadow=local to warnings and fix reported issues.marxin
Fixes #25316.
2019-02-19C#: Add 'Singleton' property to singleton wrapper classIgnacio Etcheverry
This property returns an instance of the singleton. The purpose of this is to allow using methods from the base class like 'Connect'. Since all Godot singletons inherit Object, the type of the returned instance is Godot.Object.
2019-02-19Merge pull request #25890 from neikeq/issue-25818Ignacio Etcheverry
Fix Godot.Reference marshalling from MonoObject* to Variant
2019-02-15Don't print 'Cannot find Mono in the registry' if bundled with GodotIgnacio Etcheverry
Closes #24753
2019-02-15Mono: Fix export template build errorsIgnacio Etcheverry
Fixes #25903
2019-02-14Fix Godot.Reference marshalling from MonoObject* to VariantIgnacio Etcheverry
Need to cast Ref<T> to Variant instead of constructing Variant from Object*, otherwise the Variant won't hold a reference.
2019-02-13Merge pull request #25821 from akien-mga/sync-class-and-filenamesRémi Verschelde
Ensure classes match their header filename
2019-02-12Modules: Ensure classes match their header filenameRémi Verschelde
Renamed: - `modules/mono/mono_gd/gd_mono_class_member.h` -> `i_mono_class_member.h` - `modules/upnp/upnpdevice.h` -> `upnp_device.h` - `modules/websocket/websocket_multiplayer.h` -> `websocket_multiplayer_peer.h`
2019-02-12Merge pull request #25721 from neikeq/wwRémi Verschelde
Use script instance binding for objects constructed from C#