Age | Commit message (Collapse) | Author |
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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.
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Mono: Lifetime fixes for CSharpInstance and instance binding data
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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.
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Mono: Fix MonoPosixHelper not being found
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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.
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Add environment variable to specify a custom --debugger-agent for mono.
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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?
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C# Bindings Generator: Fix vararg methods with custom return type
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C#: Fix trying to build when there's no solution
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This would cause errors that shouldn't happen unless there was something to build.
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Fix properties being lost when reloading placeholder GDScript instance
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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.
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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).
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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
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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
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Add code-oss, vscode-oss, and visual-studio-code-oss to vscode path
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Happy new year to the wonderful Godot community!
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SCons: Allow building Mono module with OSXCross
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VSCode's executable name is not uniform and godot only search for "code".
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Improve the test logic to only assume that we're building for macOS
if OSXCROSS_ROOT is defined *and* we requested p=osx.
Supersedes #24480.
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Reduce String CoW
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By introducing an intermediate proxy class for the array subscript
operator for String and CharString we can control better when CowData
will actually CoW.
This should improve performance of String usage for most cases.
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Added basic support for custom resource savers and loaders
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This would be the case when calling SetScript on an object with a C# script.
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C#: Improve tool script support and fix reloading issues
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tools), fixes #17070
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With `sed -i $(rg -l '[[:blank:]]*$' -g'!thirdparty') -e 's/[[:blank:]]*$//g'`
(+ manual revert of some thirdparty code under `platform/android`).
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C#: Fix Basis(Vec3,Vec3,Vec3) constructor
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Now it sets axes in order to match GDScript implementation.
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Add option for automatic project updating.
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Fix assertion fail when loading assembly on project export
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