Age | Commit message (Collapse) | Author |
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Mono/C#: Fix InvalidCast because of attempt to unbox long as int
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Mono/C#: Use /restore instead of /t:restore when building
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Documentation recommends not to use /t:restore
together with other targets (like /t:build),
as it messes with the environment.
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For some reason `mono_unhandled_exception` is not
printing the exception as its comment claims.
Use `mono_print_unhandled_exception` instead.
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fix underlying type of enum crashing cast in RiderPathManager
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C#: Fix completion request with case insensitive resource path
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Sometimes Visual Studio documents have the root path all in upper case.
Since Godot doesn't support loading resource files with a case insensitive path,
this makes script resource loading to fail when the Godot editor gets code
completion requests from Visual Studio.
This fix allows the resource path part of the path to be case insensitive. It
still doesn't support cases where the rest of the path is also case insensitive.
For that we would need a proper API for comparing paths. However, this fix
should be enough for our current cases.
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ToolButton has no redeeming differences with Button;
it's just a Button with the Flat property enabled by default.
Removing it avoids some confusion when creating GUIs.
Existing ToolButtons will be converted to Buttons, but the Flat
property won't be enabled automatically.
This closes https://github.com/godotengine/godot-proposals/issues/1081.
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[mono] Implement generics GetNodesInGroup
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Dont slice 64-bit integers marshaled to mono in dynamic contexts
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This fully documents all Mono-specific classes.
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contexts
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Removes the useless `@C#`, `@NativeScript` and `@VisualScript` entries.
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Simple fix for #38627. iOS (#20268) and HTML5 (#20270) removed from list of exceptions
for platforms supported in warning message.
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Add SCons option to not build C# solutions
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Mono/C#: Don't try to load project assembly in project manager
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This was causing an error message when launching the manager,
because there is no project assembly to load.
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Mono/C#: Remove script load error about not a Godot.Object
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Any C# file can be loaded as script and at load
time we don't yet know if it's actually meant to
be used as a script. As such, such an check can
result in a lot of false errors.
If the file is really meant to be used as a
script, an error would be printed later when
attempting to instantiate it any way.
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I couldn't find a tool that enforces it, so I went the manual route:
```
find -name "thirdparty" -prune \
-o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \
-o -name "*.glsl" > files
perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files)
misc/scripts/fix_style.sh -c
```
This adds a newline after all `}` on the first column, unless they
are followed by `#` (typically `#endif`). This leads to having lots
of places with two lines between function/class definitions, but
clang-format then fixes it as we enforce max one line of separation.
This doesn't fix potential occurrences of function definitions which
are indented (e.g. for a helper class defined in a .cpp), but it's
better than nothing. Also can't be made to run easily on CI/hooks so
we'll have to be careful with new code.
Part of #33027.
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Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.
This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.
There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).
Part of #33027.
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Using clang-tidy's `modernize-use-nullptr`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-nullptr.html
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Using `clang-tidy`'s `modernize-use-default-member-init` check and
manual review of the changes, and some extra manual changes that
`clang-tidy` failed to do.
Also went manually through all of `core` to find occurrences that
`clang-tidy` couldn't handle, especially all initializations done
in a constructor without using initializer lists.
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Fix inherited C# scene not inheriting parent's fields
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C#: Support for building with the dotnet CLI
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By adding a reference to the 'Microsoft.NETFramework.ReferenceAssemblies' nuget
package, we can build projects targeting .NET Framework with the dotnet CLI.
By referencing this package we also don't need to install Mono on Linux/macOS
or .NET Framework on Windows, as the assemblies are taken from the package.
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When a child scene inherits a parent scene with a C# root node, the
parent scene's export variables appear to assume values set in the
parent scene, in the child scene's Inspector. However, when the child
scene is played, the parent scene's export variables assume default
values.
When a node is created, it inherits its parent C# script's fields from
the map CSharpScriptInstance::script->member_info. However this map was
not initialized outside the editor, and this commit ensured it is. This
fixes issues #36480 and #37581.
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This reverts commit ec7b481170dcd6a7b4cf0e6c1221e204ff7945f3.
This was wrong, `d` is not a distance but the `d` constant in the
parametric equation `ax + by + cz = d` describing the plane.
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Style: clang-format: Disable if statements and case labels on single line
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Switch to nuget Microsoft.Build and rewrite GodotTools messasing protocol
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Part of #33027.
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Part of #33027, also discussed in #29848.
Enforcing the use of brackets even on single line statements would be
preferred, but `clang-format` doesn't have this functionality yet.
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Not sure if we should check revision too, but this is good enough for what we want.
This will be needed to load the correct Microsoft.Build when we switch to the nuget version.
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Causes issues with some editors as it's confused with `string.Empty`.
Should use `string.IsNullOrEmpty(str)` instead.
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Mono: Use msbuild instead of nuget.exe for restoring
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- Make GodotTools output directly to the SCons output directory.
- Removed xbuild_fallback from the build system.
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