Age | Commit message (Collapse) | Author |
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- Also fixed uninitalized variable in buildscript
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neikeq/idontlikesanditscoarseandroughandirritatinganditgetseverywhere
Mono: Build and external editor improvements for OSX
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This enhancement is specially noticeable in OSX, since it includes Mono's install location (both official and homebrew). This makes it possible to build Godot with Mono on OSX without pkg-config (pkg-config is bundled with Mono, but it's not added to PATH, so finding it would require finding the Mono root directory first).
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NOTE: This changes the RPC_MODE_* enum values.
Games should be re-exported. GDNative rebuilt.
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The slave keyword will still be available as deprecated in 3.1 but will
be dropped from future releases.
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Misc. typos
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Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"`
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Added dummy MSBuild project and solution to get tooling help when editing these files.
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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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When a Reference managed instance is garbage collected and its finalizer is called, it could happen that the native instance is referenced once again before the finalizer can unreference and memdelete it. The workaround is to create a new managed instance when this happens (at least for now).
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Fixes #13355
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Fixes #21139
- Surround the generated file modules/mono/glue/cs_compressed.gen.h with ifdef TOOLS_ENABLED
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- We no longer generate RID and NodePath C# classes. Both will be maintained manually.
- We no longer generate C# declarations and runtime registration of internal calls for the following classes: RID, NodePath, String, GD, SignalAwaiter and Godot.Object (partial base).
- We no longer auto-generate the base members of Godot.Object. They will be maintained manually as a partial class.
This makes it easier to maintain these C# classes and their internal calls, as well as the bindings generator which no longer generates C# classes that don't derive from Godot Object, and it no longer generates the Godot.Object base members (which where unreadable in the bindings generator code).
- Added missing 'RID(Object from)' constructor to the RID C# class.
- Replaced MONO_GLUE_DISABLED constant macro with MONO_GLUE_ENABLED.
- Add sources in module/mono/glue even if glue is disabled, but surround glue files with ifdef MONO_GLUE_ENABLED.
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C# generated classes ignore warning CS1591 and cleanup
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[Mono] Quat - add some missing constructors and methods
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[Mono] Added Collections namespace to Array & Dictionary
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Notify instance binding data api of refcount increment/decrement
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Fix Mono exception handling.
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[Mono] Move several related small files
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Equivalent of the cumbersome:
if (OS::get_singleton()->is_stdout_verbose())
print_line(msg);
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First of all, this fixes the handling of exceptions so the engine actually notices them,
it was broken in 4172fa03b56bb60fe096639585e0ca40df73b677.
Next, unhandled exceptions now do NOT cause an abort(). They're logged now,
so before #16987. The pending exception thing still works though.
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[Mono] Vector2/3 Project methods
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[Mono] Rect2 - add Abs(), rename private fields
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assembly_load_hook fallback for registering GDMonoAssemblies.
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Rename Plane constants, add to Mono
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This average is not a proper approximation of a grayscale value,
get_v() is better suited for that.
If we want a real to_grayscale() conversion, it's somewhat more
involved: https://en.wikipedia.org/wiki/Grayscale
Remove the deprecated Gray() from C# bindings as it conflicts
with new named color constants.
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But I'm not tagging PR as [Core] or [Mono] due to it being a minor change anyway.
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Fixes #21207
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- Search C# files recursively in 'glue/cs_files'.
- Determine a version for the C# core files automatically. The latest modified time will do for now.
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Dictionary: remove erase_checked(key), make erase(key) return bool
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