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2021-05-31Implement shader cachingreduz
* Shader compilation is now cached. Subsequent loads take less than a millisecond. * Improved game, editor and project manager startup time. * Editor uses .godot/shader_cache to store shaders. * Game uses user://shader_cache * Project manager uses $config_dir/shader_cache * Options to tweak shader caching in project settings. * Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled). * Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated). * Added shader compression with SMOLV: https://github.com/aras-p/smol-v
2021-05-25Rename File::get_len() get_length()Marcel Admiraal
2021-05-21Rename Vector2 Perpendicular to Orthogonal in C#Aaron Franke
2021-05-20Fix typos with codespellRémi Verschelde
Using codespell 2.0.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang curvelinear dof doubleclick fave findn GIRD 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 ```
2021-05-17Make all file access 64-bit (uint64_t)Pedro J. Estébanez
This changes the types of a big number of variables. General rules: - Using `uint64_t` in general. We also considered `int64_t` but eventually settled on keeping it unsigned, which is also closer to what one would expect with `size_t`/`off_t`. - We only keep `int64_t` for `seek_end` (takes a negative offset from the end) and for the `Variant` bindings, since `Variant::INT` is `int64_t`. This means we only need to guard against passing negative values in `core_bind.cpp`. - Using `uint32_t` integers for concepts not needing such a huge range, like pages, blocks, etc. In addition: - Improve usage of integer types in some related places; namely, `DirAccess`, core binds. Note: - On Windows, `_ftelli64` reports invalid values when using 32-bit MinGW with version < 8.0. This was an upstream bug fixed in 8.0. It breaks support for big files on 32-bit Windows builds made with that toolchain. We might add a workaround. Fixes #44363. Fixes godotengine/godot-proposals#400. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2021-05-07Merge pull request #45144 from dalexeev/color-constsRémi Verschelde
Rename color constants (alternative)
2021-05-05Highlight control flow keywords with a different colorHugo Locurcio
This makes them easier to distinguish from other keywords.
2021-04-29Replace remaining uses of `NULL` with `nullptr`Rémi Verschelde
Follow-up to #38736 (these uses were likely added after this PR was merged).
2021-04-26Remove uses of `auto` for better readability and online code reviewsHugo Locurcio
The current code style guidelines forbid the use of `auto`. Some uses of `auto` are still present, such as in UWP code (which can't be currently tested) and macros (where removing `auto` isn't easy).
2021-04-17C#: Fix `double` casting in wasm m2n trampolinesIgnacio Roldán Etcheverry
The trampolines were casting double to `size_t` (likely a copy-paste mistake), so the value was getting truncated.
2021-03-18Mono: Fix Android build after #46900Rémi Verschelde
2021-03-15C#: Fix disconnecting event signals twiceIgnacio Etcheverry
`disconnect_event_signals` can be called twice (when managed instance is disposed and from the ScriptInstance destructor).
2021-03-14Merge pull request #46968 from sboronczyk/fix-editor-plugin-monoRémi Verschelde
Fix create c# script from editor after partial class type is necessary
2021-03-13Merge pull request #46900 from Ev1lbl0w/bugfix-malloc_callsRémi Verschelde
Replace malloc's with Godot's memalloc macro
2021-03-13Fix create c# script after partial class typesboronczyk
2021-03-13Replace malloc's with Godot's memalloc macroEv1lbl0w
2021-03-13Merge pull request #46954 from neikeq/reggr-46307Rémi Verschelde
C#: Fix StringName leak warnings after generating bindings
2021-03-13C#: Fix StringName leak warnings after generating bindingsIgnacio Etcheverry
`Main::cleanup()` prints warnings if it finds `StringName`s still alive. We need the `BindingsGenerator` to be destructed before calling cleanup.
2021-03-13C#: Fix ScriptPathAttribute generator with none or nested namespacesIgnacio Etcheverry
The following two bugs were fixed: - For classes without namespace we were still generating `namespace {` without a namespace identifier, causing a syntax error. - For classes with nested namespaces we were generating only the innermost part of the namespace was being generated, e.g.: for `Foo.Bar` we were generating `namespace Bar {` instead of `namespace Foo.Bar {`. This wasn't causing any build error, but because of the wrong namespace Godot wasn't able to find the class associated with the script.
2021-03-08Merge pull request #46174 from xill47/mono-appdomain-unhandled-exception-eventRémi Verschelde
Added mono_unhandled_exception call to unhandled_exception hook
2021-03-08Added mono_unhandled_exception call to unhandled_exception hookIlya Kuznetsov
2021-03-07Merge pull request #46713 from neikeq/csharp-source-generators-initRémi Verschelde
Add C# source generator for ScriptPathAttribute
2021-03-06Add C# source generator for a new ScriptPath attributeIgnacio Etcheverry
This source generator adds a newly introduced attribute, `ScriptPath` to all classes that: - Are top-level classes (not inner/nested). - Have the `partial` modifier. - Inherit `Godot.Object`. - The class name matches the file name. A build error is thrown if the generator finds a class that meets these conditions but is not declared `partial`, unless the class is annotated with the `DisableGodotGenerators` attribute. We also generate an `AssemblyHasScripts` assembly attribute which Godot uses to get all the script classes in the assembly, eliminating the need for Godot to search them. We can also avoid searching in assemblies that don't have this attribute. This will be good for performance in the future once we support multiple assemblies with Godot script classes. This is an example of what the generated code looks like: ``` using Godot; namespace Foo { [ScriptPathAttribute("res://Player.cs")] // Multiple partial declarations are allowed [ScriptPathAttribute("res://Foo/Player.cs")] partial class Player {} } [assembly:AssemblyHasScripts(new System.Type[] { typeof(Foo.Player) })] ``` The new attributes replace script metadata which we were generating by determining the namespace of script classes with a very simple parser. This fixes several issues with the old approach related to parser errors and conditional compilation. It also makes the task part of the MSBuild project build, rather than a separate step executed by the Godot editor.
2021-03-03Mono/macOS: Separate data dir into frameworks and resources for codesigningShane Liesegang
Co-authored-by: Ignacio Etcheverry <ignalfonsore@gmail.com>
2021-02-25Add generic support to PackedScene.InstanceAaron Franke
2021-02-25Fix C# bindings generator for default value typesAaron Franke
2021-02-22Make glue generation shutdown more gracefulPedro J. Estébanez
2021-02-20Merge pull request #45158 from aaronfranke/cs-packedarrayRémi Verschelde
Add C# array features from core PackedArrays
2021-02-18Merge pull request #45032 from neikeq/classdb-tests-for-44856Rémi Verschelde
Add ClassDB tests to look for core API deps on editor API
2021-02-16Add C# array features from core PackedArraysAaron Franke
2021-02-16Added signed_angle_to for Vector3JestemStefan
2021-02-13Fix Mono build after resource load cache changesXartorx
2021-02-11Improve resource load cachereduz
-Added a new method in Resource: reset_state , used for reloading the same resource from disk -Added a new cache mode "replace" in ResourceLoader, which reuses existing loaded sub-resources but resets their data from disk (or replaces them if they chaged type) -Because the correct sub-resource paths are always loaded now, this fixes bugs with subresource folding or subresource ordering when saving.
2021-02-08Initialize class/struct variables with default values in modules/Rafał Mikrut
2021-02-04[Mono] Use the same search logic for both `MSBuild` and `dotnet`, add custom ↵bruvzg
search paths on macOS.
2021-02-01Replace ColorN and from HTML with a string constructorAaron Franke
2021-02-01Fix C# string.Hash()zaevi
2021-01-31Merge pull request #45315 from RandomShaper/modernize_threadRémi Verschelde
Modernize Thread
2021-01-29Modernize ThreadPedro J. Estébanez
- Based on C++11's `thread` and `thread_local` - No more need to allocate-deallocate or check for null - No pointer anymore, just a member variable - Platform-specific implementations no longer needed (except for the few cases of non-portable functions) - Simpler for `NO_THREADS` - Thread ids are now the same across platforms (main is 1; others follow)
2021-01-28Merge pull request #45525 from van800/rider-lineRémi Verschelde
Navigating to error line number in Rider from Godot editor debugger console is off-by-one.
2021-01-28Fix off by one error navigating to line number in RiderIvan Shakhov
Fixes https://github.com/JetBrains/godot-support/issues/61
2021-01-28Unify URI encoding/decoding and add to C#Aaron Franke
http_escape and percent_encode have been unified into uri_encode, and http_unescape and percent_decode have been unified into uri_decode.
2021-01-28Make hex_to_int and bin_to_int handle the prefix automaticallyAaron Franke
Also add BinToInt to C#
2021-01-26Rename color constants (alternative)Danil Alexeev
Named color constants renamed to UPPERCASE. Unlike #41019, this PR is complete and implements these changes in the simplest way possible. Co-authored-by: Shivam Mukherjee <mshivam98@gmail.com>
2021-01-26Merge pull request #45029 from neikeq/issue-40023Rémi Verschelde
C#: Fix System.Collections.Generic.List marshalling
2021-01-19Cleanup: Remove executable bit from files which don't need itRémi Verschelde
Drop unused xpmfix.sh script.
2021-01-19C # mono supports Unicode codemagian1127
2021-01-13Merge pull request #45136 from akien-mga/clang-format-11Rémi Verschelde
CI: Update to clang-format 11 and apply ternary operator changes
2021-01-13Update Mono module to use new execute method.Marcel Admiraal
2021-01-12CI: Update to clang-format 11 and apply ternary operator changesRémi Verschelde