Age | Commit message (Collapse) | Author |
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Marshal NULL MonoString* as empty Godot string
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They aborted the application without flushing the log file.
Also there was a typo.
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Use a cloned env, so that toggling glue_enabled doesn't force a full rebuild as mentioned in #14584.
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Add support for XDG Base Directory spec
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Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html
(latest as of this commit).
Three virtual methods are added to OS for the various XDG paths we will use:
- OS::get_data_path gives XDG_DATA_HOME, or if missing:
~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_config_path gives XDG_CONFIG_HOME, or if missing:
~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_cache_path gives XDG_CACHE_HOME, or if missing:
~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows
So for Windows there are no changes, for Linux we follow the full split spec
and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot.
Support for system-wide installation of templates on Unix was removed for now,
as it's a bit hackish and I don't think anyone uses it.
user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by
default, but when using the application/config/use_shared_user_dir option
it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame.
For now everything still goes in EditorSettings::get_settings_dir(), but
this will be changed in a later commit to make use of the new splitting
where relevant.
Part of #3513.
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Also to prepare for upcoming refactoring for XDG support.
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Will be needed to avoid confusion with system data path (XDG_DATA_HOME)
and editor data dir in upcoming refactoring.
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Fixes #12973.
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Spaces in filenames are evil.
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It is now "3.0-alpha" instead of "3.0.alpha.custom_build{,.mono}",
limits unnecessary diffs.
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Preprocessor directives within macro arguments lead to undefined
behavior, and VC++ actually rejects them as compiler errors.
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Some items that are no longer defined may disappear, but thats expected i guess.
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Added fallback for msbuild.exe.
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Should fix issues some of us have with `misc/dist/uwp_template/AppxManifest.xml`
always showing up as modified.
Might cause issues on Windows due to the removal of BOMs or change of line endings
in some of the Mono, UWP or gradlew.bat files, we will test and adapt if need be.
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Fixes #12613
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-Version string takes this version info
-Ability to download templates from the interweb (listing does not work yet)
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Mono cleanup fixes
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Use mono_gc_wbarrier_set_arrayref for Array marshalling
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Also fixes a bug that prevented methods like `duplicate()` from copying the source code. (Copied from GDScript implementation)
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Fix msbuild hint paths returning only the directory
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Remove Visual Studio for now from the external editors list
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Fix FrameworkPathOverride and assemblies path loop
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Fix regression from #12473 and #12388
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Mono: Add build project button and reload interval
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BindingsGenerator cleanup and improved error messages
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Buildsystem improvements for the Mono module
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- Make sure to search the mono installation directory for the right architecture in the windows registry.
- Do not build GodotSharpTools directly to #bin dir. Instead build to the default output path and copy it. This way we avoid MSBuild adding files we don't want to #bin.
- Add hint path for MSBuild in OSX.
- Copy shared library on Unix if not statically linking.
- Use vswhere to search MSBuild and search for 14.0 tools version in the registry instead of 4.0.
- SCons will only fallback xbuild when msbuild is not found if 'xbuild_fallback=yes' is passed to the command.
- Use mono's assembly path as FrameworkPathOverride if using with system's MSBuild (not mono's fork).
- Cleanup.
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