Age | Commit message (Collapse) | Author |
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CI: Update to clang-format 11 and apply ternary operator changes
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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
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Those were missed in #44401 or added by later PRs.
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Rename Math::stepify to snapped
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Fixed #42149: bug where the default C# script template would sometimes produce an invalid class name
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Mono: Make Godot provide its own WASM m2n trampolines
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`-rdynamic` was causing the emsdk linker to silently fail to
generate the output `.wasm` file (even though exit code was 0).
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This depends on a custom Mono patch from this commit:
godotengine/godot-mono-builds@0e312939bd0dc4b807cc15dbe76a7b65456ab928
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This is needed with newer Mono versions, at least with Mono 6.12+
Depends on the following commit from our build scripts:
godotengine/godot-mono-builds@9d75cff174fa3599a9d90f9bce53f0a86154db1e
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Initialize class/struct variables with default values in platform/ and editor/
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Mono: Add mono_bcl SCons option for a custom BCL location
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Tweak log file names for consistency between Mono and non-Mono logs
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- Avoid spaces in Mono log file names.
- Use a `.log` extension for Mono logs, just like non-Mono logs.
- Use periods to separate hours/minutes/seconds for non-Mono logs.
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Don't box params on Native->C# calls with Variant params
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Godot uses Variant parameters for calls to script methods.
Up until now we were boxing such parameters when marshalling
them for invokation, even if they were value types.
Now Godot allocates the marshalled parameters on the stack,
reducing the GC allocations resulted from boxing.
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Makes it let's bothersome to work with builds from our
godotengine/godot-mono-builds scripts, as they write the
BCL into an output directory separate from the runtime
(which is good as two runtimes may share the same BCL).
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C#: Fix multiple awaits to same signal result in connect error
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Fix unhandled exception re-thrown in the editor
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C#: Fix very slow build log update in the editor
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Multiple calls to the same `await ToSignal` were resulting in
"signal already connected to slot" error because the custom
callable comparer was wrong. Comparing only the signal awaiter
handle is the correct way (it's unique for the target).
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- ClassDoc added to GDScript and property reflection data were extracted
from parse tree
- GDScript comments are collected from tokenizer for documentation and
applied to the ClassDoc by the GDScript compiler
- private docs were excluded (name with underscore prefix and doesn't
have any doc comments)
- default values (of non exported vars), arguments are extraced from the
parser
- Integrated with GDScript 2.0 and new enums were added.
- merge conflicts fixed
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use Text Server interface.
Implement interface mirroring.
Add TextLine and TextParagraph classes.
Handle UTF-16 input on macOS and Windows.
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ptrcall is now also used to optimize calls in GDScript, on top of the existing
use by the GDNative and Mono modules.
It no longer makes sense to make it optional.
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Add LStrip, RStrip, and HexEncode to C#
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Without this change the engine dont compile with the mono module enabled.
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The underscore prefix was used to avoid the conflict between the `RID` class
name and the matching enum value in `Variant::Type`.
This can be fixed differently by prefixing uses of the `RID` class in `Variant`
with the scope resolution operator, as done already for `AABB`.
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-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
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Returning the most contrasting color isn't a trivial task, as there
are often many possible choices. It's usually best left for the user
to implement using a script.
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C#: Make editor create NuGet fallback folder for Godot packages
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