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2020-06-26Merge pull request #39837 from neikeq/fix-invalid-unbox-long-as-intRémi Verschelde
Mono/C#: Fix InvalidCast because of attempt to unbox long as int
2020-06-26Merge pull request #39839 from neikeq/use-/restore-instead-of-/t-restoreRémi Verschelde
Mono/C#: Use /restore instead of /t:restore when building
2020-06-25Mono/C#: Use /restore instead of /t:restore when buildingIgnacio Etcheverry
Documentation recommends not to use /t:restore together with other targets (like /t:build), as it messes with the environment.
2020-06-25Mono/C#: Fix InvalidCast because of attempt to unbox long as intIgnacio Etcheverry
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.
2020-06-24Merge pull request #39739 from MichaelBelousov/fix/long-enum-fix-rider-castRémi Verschelde
fix underlying type of enum crashing cast in RiderPathManager
2020-06-24Mono: fix bad long casts and wrong underlying enum types in GodotToolsMichael Belousov
2020-06-24Merge pull request #39783 from neikeq/messaging-codecompletion-localize-fixRémi Verschelde
C#: Fix completion request with case insensitive resource path
2020-06-23C#: Fix completion request with case insensitive resource pathIgnacio Etcheverry
Sometimes Visual Studio documents have the root path all in upper case. Since Godot doesn't support loading resource files with a case insensitive path, this makes script resource loading to fail when the Godot editor gets code completion requests from Visual Studio. This fix allows the resource path part of the path to be case insensitive. It still doesn't support cases where the rest of the path is also case insensitive. For that we would need a proper API for comparing paths. However, this fix should be enough for our current cases.
2020-06-19Remove ToolButton in favor of ButtonHugo Locurcio
ToolButton has no redeeming differences with Button; it's just a Button with the Flat property enabled by default. Removing it avoids some confusion when creating GUIs. Existing ToolButtons will be converted to Buttons, but the Flat property won't be enabled automatically. This closes https://github.com/godotengine/godot-proposals/issues/1081.
2020-06-19Merge pull request #39652 from paulloz/generics-getnodesingroupRémi Verschelde
[mono] Implement generics GetNodesInGroup
2020-06-19[mono] implement generics GetNodesInGroupPaul Joannon
2020-06-19Merge pull request #39629 from MichaelBelousov/dont-slice-longs-to-monoRémi Verschelde
Dont slice 64-bit integers marshaled to mono in dynamic contexts
2020-06-18Document Mono-specific classesHugo Locurcio
This fully documents all Mono-specific classes.
2020-06-17return boxed long when marshalling a godot int to mono runtime in dynamic ↵Michael Belousov
contexts
2020-06-17DocData: Skip language-specific ClassDoc without methods/constantsRémi Verschelde
Removes the useless `@C#`, `@NativeScript` and `@VisualScript` entries.
2020-06-15Fix dynamic linking of MSVC Mono with MinGW GodotIgnacio Etcheverry
2020-06-15C#: Add VisualStudio supportIgnacio Etcheverry
2020-05-30Fixes building mono release templatesNutmegStudio
2020-05-26Update Mono C# warning to reflect latest list of platforms supportedMaganty Rushyendra
Simple fix for #38627. iOS (#20268) and HTML5 (#20270) removed from list of exceptions for platforms supported in warning message.
2020-05-22Merge pull request #38962 from neikeq/4.0-scons-option-build-cilRémi Verschelde
Add SCons option to not build C# solutions
2020-05-22Add SCons option to not build C# solutionsIgnacio Etcheverry
2020-05-22Merge pull request #38943 from neikeq/yakamashiRémi Verschelde
Mono/C#: Don't try to load project assembly in project manager
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.
2020-05-22Mono/C#: Fix values not updated in remote inspectorIgnacio Etcheverry
2020-05-19Merge pull request #38863 from neikeq/csharp-no-false-error-objtype-reloadRémi Verschelde
Mono/C#: Remove script load error about not a Godot.Object
2020-05-19Mono/C#: Remove script load error about not a Godot.ObjectIgnacio Etcheverry
Any C# file can be loaded as script and at load time we don't yet know if it's actually meant to be used as a script. As such, such an check can result in a lot of false errors. If the file is really meant to be used as a script, an error would be printed later when attempting to instantiate it any way.
2020-05-16Added tests for ClassDBIgnacio Etcheverry
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.
2020-05-14Modernize remaining uses of 0/NULL instead of nullptr (C++11)Rémi Verschelde
Using clang-tidy's `modernize-use-nullptr`. https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-nullptr.html
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.
2020-05-11Merge pull request #38638 from pepegadeveloper123/mono_inherited_scene_bugRémi Verschelde
Fix inherited C# scene not inheriting parent's fields
2020-05-11Merge pull request #38650 from neikeq/dotnet-cli-supportRémi Verschelde
C#: Support for building with the dotnet CLI
2020-05-11C#: Support for building with the dotnet CLIIgnacio Etcheverry
By adding a reference to the 'Microsoft.NETFramework.ReferenceAssemblies' nuget package, we can build projects targeting .NET Framework with the dotnet CLI. By referencing this package we also don't need to install Mono on Linux/macOS or .NET Framework on Windows, as the assemblies are taken from the package.
2020-05-10Implement CSharpScript::inherits_scriptIgnacio Etcheverry
2020-05-11Inherited C# scene not inheriting parent's fieldspepegadeveloper123
When a child scene inherits a parent scene with a C# root node, the parent scene's export variables appear to assume values set in the parent scene, in the child scene's Inspector. However, when the child scene is played, the parent scene's export variables assume default values. When a node is created, it inherits its parent C# script's fields from the map CSharpScriptInstance::script->member_info. However this map was not initialized outside the editor, and this commit ensured it is. This fixes issues #36480 and #37581.
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#: Use Sdks in GodotTools csprojs and switch to nuget Microsoft.BuildIgnacio 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.
2020-05-09C#: Remove StringExtensions.Empty() functionIgnacio Etcheverry
Causes issues with some editors as it's confused with `string.Empty`. Should use `string.IsNullOrEmpty(str)` instead.
2020-05-09Merge pull request #38596 from neikeq/msbuild-restoreIgnacio Roldán Etcheverry
Mono: Use msbuild instead of nuget.exe for restoring
2020-05-09Mono: Use msbuild instead of nuget.exe for restoringIgnacio Etcheverry
- Make GodotTools output directly to the SCons output directory. - Removed xbuild_fallback from the build system.
2020-05-09Mono: Fix hot-reloading of nested classesIgnacio Etcheverry