Age | Commit message (Collapse) | Author |
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C#: Guard against null assemblies
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Suppress CA1711 for signal delegates because they are used in events so
the naming follows the guidelines.
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A symbol's containing assembly will be null if the symbol is shared
across multiple assemblies.
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get_reference_count()`
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inheritdoc the "///" comment from EventHandler to the generated event
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Don't marshal multidimensional arrays
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Add documentation to signal delegates
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Ensures the `push_nupkgs_local` argument in build_assemblies.py is an
absolute path so the argument can be
given as a relative path and it will be converted.
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C#: Move signal documentation to the event
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Move signal documentation from the delegate to the event and also
deprecate the event if the signal is deprecated.
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- Creates a `Godot.Offline.Config` file to configurate NuGet with
Godot's fallback folder. This is easier because now we can assume we can
override the entire file since user config will likely be in the default
`NuGet.Config` file or an additional `*.config` file.
- Ensure the NuGet fallback folder is created at the same time it is
added to the NuGet configuration so future builds don't fail.
- Add `GodotSharp` and `GodotSharpEditor` packages to the fallback folder.
- Add `.nupkg.metadata` file to packages in fallback folder.
- Refer to `Godot.SourceGenerators` using the specific non-floating version
since floating versions don't seem to work with fallbackPackageFolders.
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The lambda was giving issues, so I re-wrote it as a static function.
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Replace libnethost dependency to find hostfxr
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We want to replace libnethost as it gives us issues with some compilers.
Our implementation tries to mimic libnethost's hostfxr_resolver search
logic. We try to use the same function names for easier comparing in
case we need to update this in the future.
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Rename CONNECT_ONESHOT to CONNECT_ONE_SHOT
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For consistency. Every other exposed `one_shot` is spaced out like this.
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Fixes assertion error in the analyzer.
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C# Modify the MemberName generated for the user script
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Replace AABB/Rect2/Rect2i has_no_* methods with has_* methods
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Create GDExtension classes for PhysicsServer2D
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Create script instance of reloaded scripts even if they're not tools
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Scripts that are instantiated at some point will always be recreated
if they ever become placeholders to prevent non-tool scripts
instantiated manually by users to become placeholders, if they
do become placeholders due to errors that prevent instantiation
(such as a missing parameterless constructor) these scripts
will also be recreated replacing the temporary placeholder.
If a script is marked as a tool but becomes a non-tool script
in a rebuild, the script will become a placeholder and will
no longer be considered applicable to be replaced by an instance
since the user explicitly removed the Tool attribute.
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This allows a 2D physics server created entirely from GDExtension.
Based on the structure of PhysicsServer3DExtension by reduz.
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C#: Connect only once for each signal of a script
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Since the list of signals in `CSharpScript::event_signals` retrieved
from calling `ScriptManagerBridge.UpdateScriptClassInfo` already
includes the signals from base scripts there is no need to iterate the
hierarchy again on `CSharpInstance::connect_event_signals`.
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C#: Assume 64-bit types when type has no meta
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When the C# bindings generator finds a type without meta assume the type
refers to the 64-bit version of the type:
- `float` is converted to `double`
- `int` is converted to `long`
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Vector4 and Vector4i were implemented incorrectly in godot_variant.
They were also missing their respective Variant conversion callbacks
(used for generic collections).
Took the chance to remove unnecessary native calls for creating
Variant from Vector4, as now it can be done from C# (which is faster).
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- Use different syntax for object printing to avoid confusion with arrays.
- Print null as `<null>` to avoid confusion with a string `"null"`.
- Display `<empty>` in editor resource pickers to avoid confusion
with array-based properties.
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paulloz/dotnet/fix-godot_variants-with-empty-type-field
C#: Populate `Type` field on `godot_variant` created in managed
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