Age | Commit message (Collapse) | Author |
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- 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>'
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- Added a very simple parser that can extract the namespace and class name of a C# script.
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- We no longer box struct to return them from internal calls.
- Use reinterpret_cast if the managed struct layout is the same as the native struct.
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- thread_local.h: 'delegating constructors only available with -std=c++11 or -std=gnu++11'
- mono_reg_utils.cpp: 'extra tokens at end of #endif directive'
- mono_bottom_panel.cpp: '<fieldB> will be initialized after <fieldA> when initialized here'
- bindings_generator.cpp: 'name lookup of 'i' changed (...) matches this 'i' under ISO standard rules (...) matches this 'i' under old rules (...)'
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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.
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tidy: formatting.
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(cherry picked from commit 83140541dc91c29a288d7dd71044780b50b2cc4b)
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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.
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Happy new year to the wonderful Godot community!
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