Age | Commit message (Collapse) | Author |
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Fix Mono exception handling.
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[Mono] Move several related small files
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Equivalent of the cumbersome:
if (OS::get_singleton()->is_stdout_verbose())
print_line(msg);
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First of all, this fixes the handling of exceptions so the engine actually notices them,
it was broken in 4172fa03b56bb60fe096639585e0ca40df73b677.
Next, unhandled exceptions now do NOT cause an abort(). They're logged now,
so before #16987. The pending exception thing still works though.
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[Mono] Vector2/3 Project methods
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[Mono] Rect2 - add Abs(), rename private fields
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assembly_load_hook fallback for registering GDMonoAssemblies.
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Rename Plane constants, add to Mono
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This average is not a proper approximation of a grayscale value,
get_v() is better suited for that.
If we want a real to_grayscale() conversion, it's somewhat more
involved: https://en.wikipedia.org/wiki/Grayscale
Remove the deprecated Gray() from C# bindings as it conflicts
with new named color constants.
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But I'm not tagging PR as [Core] or [Mono] due to it being a minor change anyway.
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Fixes #21207
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- Search C# files recursively in 'glue/cs_files'.
- Determine a version for the C# core files automatically. The latest modified time will do for now.
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Dictionary: remove erase_checked(key), make erase(key) return bool
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Fix case where exported properties value is lost
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mono: add IsInstanceValid(), move WeakRef()
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As advised by @neikeq.
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Add missing GetPtr() for Dictionary<> and Array<>
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- Count and panel per script.
- Ability to disable warnings per script using special comments.
- Ability to disable warnings globally using Project Settings.
- Option to treat enabled warnings as errors.
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added get_creation_time function for gdscript
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Add missing GetPtr() method for generic versions of Dictionary
and Array to fix #20705.
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Mono: Added generic methods for PackedScene & ResourceLoader
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Fixed Windows mono compile
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tidy: formatting.
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Mono: Fix property set_value and cleanup
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Fixes exported property modified values lost when creating a placeholder script instance with a failed script compilation
- Object set/get will call PlaceHolderScriptInstance's new fallback set/get methods as a last resort. This way, placeholder script instances can keep the values for storage or until the script is compiled successfuly.
- Script::can_instance() will only return true if a real script instance can be created. Otherwise, in the case of placeholder script instances, it will return false.
- Object::set_script(script) is now in charge of requesting the creation of placeholder script instances. It's no longer Script::instance_create(owner)'s duty.
- PlaceHolderScriptInstance has a new method set_build_failed(bool) to determine whether it should call into its script methods or not.
- Fixed a few problems during reloading of C# scripts.
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(cherry picked from commit 83140541dc91c29a288d7dd71044780b50b2cc4b)
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- Refactored all builder (make_*) functions into separate Python modules along to the build tree
- Introduced utility function to wrap all invocations on Windows, but does not change it elsewhere
- Introduced stub to use the builders module as a stand alone script and invoke a selected function
There is a problem with file handles related to writing generated content (*.gen.h and *.gen.cpp)
on Windows, which randomly causes a SHARING VIOLATION error to the compiler resulting in flaky
builds. Running all such content generators in a new subprocess instead of directly inside the
build script works around the issue.
Yes, I tried the multiprocessing module. It did not work due to conflict with SCons on cPickle.
Suggested workaround did not fully work either.
Using the run_in_subprocess wrapper on osx and x11 platforms as well for consistency. In case of
running a cross-compilation on Windows they would still be used, but likely it will not happen
in practice. What counts is that the build itself is running on which platform, not the target
platform.
Some generated files are written directly in an SConstruct or SCsub file, before the parallel build starts. They don't need to be written in a subprocess, apparently, so I left them as is.
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* GetNodeOrNull<T>
* GetChild<T>
* GetChildOrNull<T>
* GetOwner<T>
* GetOwnerOrNull<T>
* GetParent<T>
* GetParentOrNull<T>
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[Core] [Mono] Fix Color missing int export methods, added 64-bit
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This commit makes operator[] on Vector const and adds a write proxy to it. From
now on writes to Vectors need to happen through the .write proxy. So for
instance:
Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;
Failing to use the .write proxy will cause a compilation error.
In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.
_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
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[Mono] Fix Color incorrect ordering of int export methods, added 64-bit long export methods.
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Makes Mono binding classes partial & adds GetNode<T>.
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Mono: Add Dictionary and Array classes
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