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2019-02-19Merge pull request #25890 from neikeq/issue-25818Ignacio Etcheverry
Fix Godot.Reference marshalling from MonoObject* to Variant
2019-02-19Merge pull request #26039 from neikeq/throw_objectdisposedexceptionIgnacio Etcheverry
C#: Throw ObjectDisposedException from disposed wrapper classes
2019-02-19Merge pull request #26038 from neikeq/csharp_rand_funcsIgnacio Etcheverry
C#: Add random functions to GD class
2019-02-19C#: Throw ObjectDisposedException from disposed wrapper classesIgnacio Etcheverry
2019-02-19C#: Add random functions to GD classIgnacio Etcheverry
2019-02-19C#: fix Quat.Equals.RomanAkberov
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
2019-02-12[Mono] Fix Transform2D rotation and scaleAaron Franke
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#
2019-02-12Core: Ensure classes match their header filenameRémi Verschelde
Also drop some unused files. Renamed: - `core/dvector.h` -> `pool_vector.h` - `core/io/resource_import.h` -> `resource_importer.h` - `core/sort.h` -> `sort_array.h` - `core/string_db.h` -> `string_name.h` Dropped: - `core/allocators.h` - `core/os/shell.h` - `core/variant_construct_string.cpp`
2019-02-11Use "origin" instead of "o" in Transform2D.RotationCarter Anderson
2019-02-11Merge pull request #25724 from aaronfranke/mono-transformIgnacio Etcheverry
[Mono] Fix Transform2D origin
2019-02-11Merge pull request #25803 from neikeq/yyIgnacio Etcheverry
Windows: Default to system MSBuild and add VSCode hint path
2019-02-11Add VSCode hint path for WindowsIgnacio Etcheverry
2019-02-11Default to MSBuild from VS Build Tools instead of Mono'sIgnacio Etcheverry
Don't pass FrameworkPathOverride to MSBuild. It's causing issues with some nuget packages.
2019-02-10Merge pull request #25773 from neikeq/xxIgnacio Etcheverry
Do not initialize Mono if 'res://.mono/' and mscorlib are missing
2019-02-10Merge pull request #25774 from neikeq/fix-noreturn-attr-checkIgnacio Etcheverry
Fix check to determine if [[noreturn]] attribute is usable
2019-02-10Fix check to determine if [[noreturn]] attribute is usableIgnacio Etcheverry
2019-02-10Fix exporting assemblies from wrong output pathIgnacio Etcheverry
This is the whole reason 'fill_search_dirs' was added for, yet somehow I forgot to pass the config parameter.
2019-02-10Do not initialize Mono if 'res://.mono/' and mscorlib are missingIgnacio Etcheverry
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.
2019-02-09[Mono] Fix Transform2D originAaron Franke
2019-02-09Use script instance binding for objects constructed from C#Ignacio Etcheverry
Only possible if the object class is a "native type". If the object class is a user class (that derives a "native type") then a script is needed. Since CSharpLanguage does cleanup of script instance bindings when finished, cases like #25621 will no longer cause problems. Fixed ~Object() trying to free script instance bindings after the language has already been removed, which would result in a NULL dereference.
2019-02-08Mono: Create player script metadata when building manuallyIgnacio Etcheverry
Previously this was only done when building the script for running the game. This was a problem because the user could want to build the project manually with the "Build project" button, to then run the game from the command line or similar.
2019-02-05Mono: Workaround to fix 'flushing' errors when building at editor startupIgnacio Etcheverry
2019-02-03Merge pull request #25574 from neikeq/ssIgnacio Etcheverry
Mono: Lifetime fixes for CSharpInstance and instance binding data
2019-02-03Mono: Fix default debugger agent argument never being usedIgnacio Etcheverry
2019-02-03Mono: Lifetime fixes for CSharpInstance and instance binding dataIgnacio Etcheverry
Avoid CSharpInstance from accessing its state after self destructing (by deleting the Reference owner). It's now safe to replace the script instance without leaking or crashing. Also fixed godot_icall_Object_weakref return reference being freed before returning.
2019-02-03Merge pull request #25478 from neikeq/rrIgnacio Etcheverry
Mono: Fix MonoPosixHelper not being found
2019-02-03Mono: Fix MonoPosixHelper not being foundIgnacio Etcheverry
2019-02-03Mono: CleanupIgnacio Etcheverry
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.
2019-01-22Mono: Fix hot reload build errors and cleanupIgnacio Etcheverry
2019-01-21Mono: Add assembly reloading to running gamesIgnacio Etcheverry
Add environment variable to specify a custom --debugger-agent for mono.
2019-01-21Fix C# script metadata creation error due to missing directoryIgnacio Etcheverry
2019-01-21Workaround for bug with Mono's MSBuild and BaseIntermediateOutputPathIgnacio Etcheverry
BaseIntermediateOutputPath seems to be empty by default. The workaround is to explicitly set it. Also fixed passing char instead of char[] to String.Split. Why was this even working with Mono?
2019-01-18Merge pull request #25080 from neikeq/mm-cIgnacio Etcheverry
C# Bindings Generator: Fix vararg methods with custom return type
2019-01-18Merge pull request #25079 from neikeq/mm-bIgnacio Etcheverry
C#: Fix trying to build when there's no solution
2019-01-18C# Bindings Generator: Fix vararg methods with custom return typeIgnacio Etcheverry
2019-01-18C#: Fix trying to build when there's no solutionIgnacio Etcheverry
This would cause errors that shouldn't happen unless there was something to build.
2019-01-17C#: Fix crash due to missing gchandle ref null checkIgnacio Etcheverry
2019-01-10Merge pull request #24877 from neikeq/issue-24280Rémi Verschelde
Fix properties being lost when reloading placeholder GDScript instance
2019-01-10Consistency in resource format saver/loader de-registrationRémi Verschelde
Some used 'is_valid()' checks, others not. Validity is already checked in 'unref()', and 'remove_resource_format_*()' has an ERR_FAIL condition on 'is_null()' already (which shouldn't happen since we're only unregistering things that we previously registered. Also add missing GDCLASS statement in ResourceFormatLoaderVideoStreamGDNative, missed in #20552 which was last amended before #19501 was merged.
2019-01-10Fix properties being lost when reloading placeholder GDScript instanceIgnacio Etcheverry
During reloading in `GDScriptLanguage::reload_all_scripts` a placeholder instance that must remain so is replaced with a new placeholder instance. The state is then restored by calling `ScriptInstance::set` for each property. This does not work if the script is missing the properties due to build/parse failing. The fix for such cases is to call `placeholder_set_fallback` instead of `set` on the script instance. I took this chance to move the `build_failed` flag from `PlaceHolderScriptInstance` to `Script`. That improves the code a lot. I also renamed it to `placeholder_fallback_enabled` which is a much better name (`build_failed` could lead to misunderstandings).
2019-01-08Use 'release_debug' for mono export templatesHein-Pieter van Braam
This fixes the previously wrong PR Because we don't actually ship 'debug' templates to users make sure the mono exporter picks the correct 'data' directory for export templates. This fixes #24752
2019-01-07Use 'release_debug' for mono export templatesHein-Pieter van Braam
Because we don't actually ship 'debug' templates to users make sure the mono exporter picks the correct 'data' directory for export templates. This fixes #24752
2019-01-03Merge pull request #24688 from Supatier/add-additional-vscode-nameRémi Verschelde
Add code-oss, vscode-oss, and visual-studio-code-oss to vscode path