Age | Commit message (Collapse) | Author |
|
Basis RotationQuat should be public.
|
|
|
|
|
|
Using codespell 1.17.1.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
|
|
|
|
|
|
Add concatenation support and a new constructor to Godot.Collections.Array
|
|
When NormalizePath was called with an absolute
path (with drive letter) on Windows, it would
prepend a file path separator to the path, e.g.:
'\C:\Program Files\'.
Apparently this was still accepted as a valid
path by DotNetGlob and it stopped working when
we switched to MSBuildGlob.
|
|
|
|
|
|
|
|
|
|
C#: Use BOM when creating a solution
|
|
At least on Windows there seems to be issues if
the solution has no BOM and contains a project
with cyrillic chars.
|
|
The assembly modified time wasn't picked properly
as the path was treated as latin-1, so the file
watcher was constantly firing the event.
|
|
- Add missing header guards to various modules' register_types.h
- Add header guard to basis_universal/texture_basisu.h.
- Ensure header guard encloses entire header in
webrtc/webrtc_data_channel_js.h.
|
|
MSBuild Item returns empty strings if an attribute isn't set (which
caused an IndexOutOfRangeException in NormalizePath).
We were treating Excludes incorrectly, Remove directives provide the
intended behaviour in the auto-including csproj format.
|
|
|
|
C#: Hide Build button if there's no solution to build
|
|
Fix parsing of C# files with spaces in the path
|
|
C#: Fix Godot failing to find class namespace
|
|
Fix 'Parameter "assembly" is null' error
|
|
Same as we do with the bottom panel. Mainly to
avoid bothering if the project is not using C#.
|
|
|
|
This error was normally being printed when
trying to open the project assembly while
the project was not yet built.
The error should not be printed. It's the job
of this method's caller to decide whether to
print an error or not if loading failed.
|
|
|
|
|
|
Previous condition checked only the host
platform. This was a problem as our official
builds are from Linux.
|
|
|
|
|
|
Also add support for 3 and 4 digit values in C#. Now it actually matches the HTML/CSS spec.
|
|
This makes them display in a nicer way in the editor help.
(The title will display instead of the full URL.)
|
|
Fix clang-tidy warnings due to semicolon after mono module macros
|
|
C#: Fix crash on export when incorrectly freeing MonoAssemblyName
|
|
This also enforces them to end with a semicolon.
|
|
|
|
|
|
Support detecting both 32-bit and 64-bit installations of `vswhere.exe`.
|
|
|
|
C#: Save newly created csproj files without BOM
|
|
C#: Fix null exception in our MSBuild logger
|
|
|
|
|
|
We were removing invalid path characters from the
name in C++ code, but the C# editor code wasn't.
|
|
The editor wasn't clearing the debugger agent
settings properly after a processing a play
request from an IDE. This caused consequent play
attempts to fail if not launched from the IDE,
as the game would still attempt and fail to
connect to the debugger.
The concrete cause: Forgetting to clear the
`GODOT_MONO_DEBUGGER_AGENT` environment variable.
|
|
|
|
|
|
C#: Switch games to MSBuild Sdks and .NET Standard
|
|
Until https://github.com/psf/black/pull/1328 makes it in a stable release,
we have to use the latest from Git.
Apply new style fixes done by latest black.
|
|
Godot.NET.Sdk
-------------
Godot uses its own custom MSBuild Sdk for game
projects. This new Sdk adds its own functionality
on top of 'Microsoft.NET.Sdk'.
The new Sdk is resolved from the NuGet package.
All the default boilerplate was moved from game
projects to the Sdk. The default csproj for
game project can now be as simple as:
```
<Project Sdk="Godot.NET.Sdk/4.0.0-dev2">
<PropertyGroup>
<TargetFramework>netstandard2.1</TargetFramework>
</PropertyGroup>
</Project>
```
Source files are included by automatically so
Godot no longer needs to keep the csproj in sync
when creating new source files.
Define constants
----------------
Godot defines a list of constants for conditional
compilation. When exporting games, this list also
included engine 'features' and platform 'bits'.
There were a few problems with that:
- The 'features' constants were only defined when
exporting games. Not when building the game for
running in the editor player.
- If the project was built externally by an IDE,
the constants wouldn't be defined at all.
The new Sdk assigns default values to these
constants when not built from the Godot editor,
i.e.: when built from an IDE or from the command
line. The default define constants are determined
from the system MSBuild is running on.
However, it's not possible for MSBuild to
determine the set of supported engine features.
It's also not possible to determine if a project
is being built to run on a 32-bit or 64-bit
Godot executable.
As such the 'features' and 'bits' constants had
to be removed.
The benefit of checking those at compile time
was questionable, and they can still be checked
at runtime.
The new list of define constants includes:
- GODOT
- GODOT_<PLATFORM>
Defaults to the platform MSBuild is running on.
- GODOT_<PC/MOBILE/WEB>
- TOOLS
When building with the 'Debug' configuration
(editor and editor player).
- GODOT_REAL_T_IS_DOUBLE
Not defined by default unless $(GodotRealTIsDouble)
is overriden to be 'true'.
.NET Standard
-------------
The target framework of game projects was changed
to 'netstandard2.1'.
|