Age | Commit message (Collapse) | Author |
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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.
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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.
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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.
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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If we fail to load a project's API assembly because it was either missing or outdated, we just copy the prebuilt assemblies to the project and try again.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.
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Fix export templates ignoring assemblies in 'res://.mono/assemblies'
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DirAccess::get_full_path(path) only works if the path exists. Implement our own abspath function.
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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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Fix location of Mono's shared libraries.
Fix build failing if the directory 'platform/android/java/libs/{target}/{abi}' doesn't exist.
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Fix C# build error in MarshalUtils debug code
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Also fixed the hint string of exported members.
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- Elements of types like PackedScene will display with the special editor for such type.
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neikeq/dont-forget-to-think-a-name-for-this-branch
C#: Deprecate accessor methods and generate correct int and float types
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- 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.
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- Normal log messages are no longer warnings.
- BindingsGenerator is no longer a singleton.
- Added a log function.
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- 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).
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Replace a few #if/#elif with #ifdef and "#elif defined"
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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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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.
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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.
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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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Mono: Fix array field being assigned MonoArray** instead of MonoArray*
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Fixes #17601
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Mono: Add option to print MSBuild output and improve out of sync error
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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 #25316.
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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.
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Fix Godot.Reference marshalling from MonoObject* to Variant
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Closes #24753
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Fixes #25903
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Need to cast Ref<T> to Variant instead of constructing Variant from Object*, otherwise the Variant won't hold a reference.
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Ensure classes match their header filename
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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`
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Use script instance binding for objects constructed from C#
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This is needed to avoid aborting due to missing mscorlib for projects that do not use C#.
If 'res://.mono/' exists, then we assume the project uses C#, in which case a missing mscorlib should still abort.
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