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neikeq/dont-forget-to-think-a-name-for-this-branch
C#: Deprecate accessor methods and generate correct int and float types
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[Core] [Mono] Improve and use approximate equality methods
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- Only load the scripts metadata file when it's really needed. This way we avoid false errors, when there is no C# project, about missing scripts metadata file.
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- Methods that act as accessors for properties in the same class (like `GetPosition` and `SetPosition` are for `Position`) are now marked as obsolete. They will be made private in the future.
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- Normal log messages are no longer warnings.
- BindingsGenerator is no longer a singleton.
- Added a log function.
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Use StringBuilder in C# bindings generator
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Mono: Convert all items to string before printing
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doc: Drop unused <demos> tag, sync classref
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- Also fixed generation of empty summary comments when no comment should have been generated.
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Mono: Use exit(status) instead of abort() in exception hook
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Godot.Object, Array, Dictionary and RID were missing ToString() override methods
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- The default log level in debug builds is now 'info' instead of 'debug'.
- Add option to specify a different log level with the 'GODOT_MONO_LOG_LEVEL' environment variable.
- The name of log files is now a readable date and time.
- Always print the log file path (previously it was printed only it in verbose mode).
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Fixes #17233 allowing C# to override _GetPropertyList
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It seems to stay compatible with formatting done by clang-format 6.0 and 7.0,
so contributors can keep using those versions for now (they will not undo those
changes).
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Workaround for syntax highlighting issue in GitHub
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Mono: Add CPPPATH only to env_mono and cleanup build scripts
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Replace a few #if/#elif with #ifdef and "#elif defined"
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Added method to retrieve a direction vector from one point to another
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Added smoothstep built-in function
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This way we avoid possible conflicts with other modules. Specially with include paths.
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All build scripts, other than config.py and SCSub, are now located in the build_scripts subdirectory.
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Added the code for Dictionary as well, but it's not yet supported by the Godot inspector.
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Added constructor that takes IEnumerable for Array and IEnumerable<T> for Array<T>.
Added constructor that takes IDictionary for Dictionary and IDictionary<TKey, TValue> for Dictionary<TKey, TValue>.
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Array now implements IList instead of IList<object, object>.
Dictionary now implements IDictionary instead of IDictionary<object, object>.
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Fix -Wimplicit-fallthrough warnings from GCC 8
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neikeq/road-to-lang-agnostic-docs-is-going-to-be-tough
EditorHelp: Improve enum ref resolving and add constant ref support
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Adds `FALLTHROUGH` macro to specify when a fallthrough is intentional.
Can be replaced by `[[fallthrough]]` if/when we switch to C++17.
The warning is now enabled by default for GCC on `extra` warnings level
(part of GCC's `-Wextra`). It's not enabled in Clang's `-Wextra` yet,
but we could enable it manually once we switch to C++11. There's no
equivalent feature in MSVC for now.
Fixes #26135.
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Safer encode/decode variant.
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Network peers get_var/put_var
File get_var/store_var
GDScript/Mono/VisualScript bytes2var/var2bytes
Add MultiplayerAPI.allow_object_decoding member which deprecates PacketPeer.allow_object_decoding.
Break ABI compatibaility (API compatibility for GDNative).
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Enum reference resolving will now search in the @GlobalScope if no class is specified and the enum cannot be resolved in the current class.
Added support for constant references in EditorHelp, e.g.: [constant KEY_ENTER] or [constant Control.FOCUS_CLICK]. It supports enum constants (the enum name must not be included).
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Expands to Object.call, Object.set and Object.get for accessing members. This means it can also access members from scripts written in other languages, like GDScript.
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C#: Bindings generator now translates BBCode docs to XML comments
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