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path: root/modules/mono/utils/path_utils.cpp
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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
2020-09-04Fix Mono path utils char types.bruvzg
2020-09-03[Complex Test Layouts] Change `String` to use UTF-32 encoding on all platforms.bruvzg
2020-07-05Mono/C#: Fix several clang-tidy warnings and cleanupIgnacio Etcheverry
2020-04-02Replace NULL with nullptrlupoDharkael
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.
2019-12-28Mono/C#: Re-structure API solution and GodotTools post-build targetIgnacio Etcheverry
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.
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.
2019-01-27Mono: Test Windows binaries with lowercase extensionRémi Verschelde
To help users writing good cross-platform code, Godot's `FileAccessWindows:open()` will issue a warning on case mismatch, which happens here with capitalized extensions given by `PATHEXT` compared to actual file extensions which are lowercase 99% of the time. Fixes #25368.
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-11-08Improve the C# API projects generationIgnacio Etcheverry
- Now there is only one solution that contains both GodotSharp and GodotSharpEditor project. Previously we had one solution for each project - GodotSharpEditor reference GodotShatp with a 'ProjectReference'. Previously it was a 'Reference' to the assembly - This also simplifies the command line option to generate this solution: 'godot --generate-cs-api <OutputDir>'
2018-09-12Make core/ includes absolute, remove subfolders from include pathRémi Verschelde
This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
2018-01-05Add missing copyright headers and fix formattingRémi Verschelde
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-10-30Fix 'which' returning file without extension on WindowsIgnacio Etcheverry
2017-10-03Added mono moduleIgnacio Etcheverry