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2020-07-05Fix Mono PackedArray MarshallingDaniel Doran
2020-07-05Merge pull request #40137 from neikeq/fix-clangtidy-warnings-monoRémi Verschelde
Mono/C#: Fix several clang-tidy warnings and cleanup
2020-07-05Mono/C#: Fix several clang-tidy warnings and cleanupIgnacio Etcheverry
2020-07-03fix crash when pass null in print array in GD.printendlesstravel
fix crash when pass null in print array in GD.print 2 fix crash when pass null in print array in GD.print 3 fix space
2020-06-25Mono/C#: Fix unhandled exception not being printedIgnacio Etcheverry
For some reason `mono_unhandled_exception` is not printing the exception as its comment claims. Use `mono_print_unhandled_exception` instead.
2020-06-17return boxed long when marshalling a godot int to mono runtime in dynamic ↵Michael Belousov
contexts
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.
2020-05-14Port member initialization from constructor to declaration (C++11)Rémi Verschelde
Using `clang-tidy`'s `modernize-use-default-member-init` check and manual review of the changes, and some extra manual changes that `clang-tidy` failed to do. Also went manually through all of `core` to find occurrences that `clang-tidy` couldn't handle, especially all initializations done in a constructor without using initializer lists.
2020-05-10Revert "Renamed plane's d to distance"Rémi Verschelde
This reverts commit ec7b481170dcd6a7b4cf0e6c1221e204ff7945f3. This was wrong, `d` is not a distance but the `d` constant in the parametric equation `ax + by + cz = d` describing the plane.
2020-05-10Merge pull request #38621 from akien-mga/stylé-comme-jamaisRémi Verschelde
Style: clang-format: Disable if statements and case labels on single line
2020-05-10Merge pull request #38600 from neikeq/noIgnacio Roldán Etcheverry
Switch to nuget Microsoft.Build and rewrite GodotTools messasing protocol
2020-05-10Style: clang-format: Disable AllowShortCaseLabelsOnASingleLineRémi Verschelde
Part of #33027.
2020-05-10Style: clang-format: Disable AllowShortIfStatementsOnASingleLineRémi Verschelde
Part of #33027, also discussed in #29848. Enforcing the use of brackets even on single line statements would be preferred, but `clang-format` doesn't have this functionality yet.
2020-05-10Renamed plane's d to distanceMarcus Elg
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.
2020-05-09Mono: Fix hot-reloading of nested classesIgnacio Etcheverry
2020-04-23Mono/C#: Fix load hook not called for some assemblies on domain reloadIgnacio Etcheverry
2020-04-23Merge pull request #38123 from neikeq/fix-hotreload-twiceRémi Verschelde
Mono/C#: Fix assemblies being reloaded a second time unnecesarily
2020-04-23C#: Revert marshalling of IDictionary/IEnumerable implementing typesIgnacio Etcheverry
Added marshalling for `System.Collections.Generic.List<T>` and `System.Collections.Generic.Dictionary<TKey, TValue>`.
2020-04-23Mono/C#: Fix assemblies being reloaded a second time unnecesarilyIgnacio Etcheverry
2020-04-22Merge pull request #38117 from neikeq/export-mono-array-godot-objectIgnacio Roldán Etcheverry
Mono/C#: Allow exporting System.Array of type Godot.Object
2020-04-22Mono/C#: Allow exporting System.Array of type Godot.ObjectIgnacio 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.
2020-04-03Fix C# bindings after recent breaking changesIgnacio Etcheverry
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.
2020-03-27Renamed 2D and 3D nodes to make their types explicitJuan Linietsky
Fixes #30736.
2020-03-18C#: Fix uses of old Configuration namesIgnacio Etcheverry
2020-03-18Merge pull request #36756 from aaronfranke/mono-vec2i3iIgnacio Roldán Etcheverry
[Mono] Add Vector2i and Vector3i
2020-03-17[Mono] Marshaling for Vector2i, Vector3i, and Rect2iAaron Franke
2020-03-17Mono/C#: Optimize the way we store GC handles for scriptsIgnacio Etcheverry
Don't store GC handles for C# script instances and instance bindings as 'Ref<MonoGCHandle>'; store the raw data instead. Initially this was not possible as we needed to store a Variant, but this had not been the case for a looong time yet the stored type was never updated.
2020-03-17Fix C# bindings after recent breaking changesIgnacio Etcheverry
Implementation for new Variant types Callable, Signal, StringName. Added support for PackedInt64Array and PackedFloat64Array. Add generation of signal members as events, as well as support for user created signals as events. NOTE: As of now, raising such events will not emit the signal. As such, one must use `EmitSignal` instead of raising the event directly. Removed old ThreadLocal fallback class. It's safe to use thread_local now since it's supported on all minimum versions of compilers we support.
2020-03-17Style: Set clang-format Standard to Cpp11Rémi Verschelde
For us, it practically only changes the fact that `A<A<int>>` is now used instead of the C++03 compatible `A<A<int> >`. Note: clang-format 10+ changed the `Standard` arguments to fully specified `c++11`, `c++14`, etc. versions, but we can't use `c++17` now if we want to preserve compatibility with clang-format 8 and 9. `Cpp11` is still supported as deprecated alias for `Latest`.
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.
2020-03-08Threaded networking for editor debugger.Fabio Alessandrelli
2020-02-26Reimplement Mutex with C++'s <mutex>Pedro J. Estébanez
Main: - It's now implemented thanks to `<mutex>`. No more platform-specific implementations. - `BinaryMutex` (non-recursive) is added, as an alternative for special cases. - Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes. - Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts. - A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this. - `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`. - Thread-safe utilities are therefore simpler now. Misc.: - `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same. - Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock). - `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
2020-02-25Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.Juan Linietsky
- Renames PackedIntArray to PackedInt32Array. - Renames PackedFloatArray to PackedFloat32Array. - Adds PackedInt64Array and PackedFloat64Array. - Renames Variant::REAL to Variant::FLOAT for consistency. Packed arrays are for storing large amount of data and creating stuff like meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of memory. That said, many users requested the ability to have 64 bits packed arrays for their games, so this is just an optional added type. For Variant, the float datatype is always 64 bits, and exposed as `float`. We still have `real_t` which is the datatype that can change from 32 to 64 bits depending on a compile flag (not entirely working right now, but that's the idea). It affects math related datatypes and code only. Neither Variant nor PackedArray make use of real_t, which is only intended for math precision, so the term is removed from there to keep only float.
2020-02-21Huge Debugger/EditorDebugger refactor.Fabio Alessandrelli
2020-02-18PoolVector is gone, replaced by VectorJuan Linietsky
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
2020-02-15Changed logic and optimized ObjectID in ObjectDB and Variant, removed RefPtr.Juan Linietsky
2020-02-13Remove deprecated sync and slave networking keywordsRémi Verschelde
Those keywords were deprecated for 3.1 in #22087. Also fix token name for `TK_REMOTE`, should be "remote" like the keyword.
2020-02-07Remove the last ERR_PRINTS that was missed by #33391unknown
2020-02-05Remove duplicate WARN_PRINT macro.Marcel Admiraal
2020-02-05Remove duplicate ERR_PRINT macro.Marcel Admiraal
2020-01-16Mono/C#: Script interface calls now attach the current threadIgnacio Etcheverry
Added guards to all C# script interface calls to attach the current thread for the current scope if the thread is not already attached. This is far from ideal, as attaching the thread is not cheap and all managed thread local storage is lost when we detach the thread at the end of the calls. However, it's the best we can do for now to avoid crashing when an unattached thread tries to interact with C# code.
2020-01-15Mono: Fix parsing assembly names as UTF-8Rémi Verschelde
Fixes #27185.