Age | Commit message (Collapse) | Author |
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Also we no longer ignore base classes with generics, since we don't really care about that.
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Previously this would result in NULL dereferencing. Now we fail with an error.
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C#: Add Array.Resize(int) method
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Fix -Wsuggest-attribute=format warnings.
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Fix -Wsign-compare warnings.
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I decided to modify code in a defensive way. Ideally functions
like size() or length() should return an unsigned type.
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- Move "Mono" popup menu from the top right corner to `Projects -> Tools` as a submenu.
- Add "Build solution" button to the top right corner. Makes it more visible and quicker to access.
- Fix build list in the bottom panel unselect an item when clicking on empty space. Previously it would hide the issues panel but the item would remain selected, making it impossible to display the issues panel again if there was only one item.
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Fixes #26209
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C#: Basis fixes and cleanup
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Fix Basis operator[int]. Now it returns columns instead of rows.
Fix Transform2D.AfficeInverse() mutating rather than returning a new Transform2D.
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Fixes #25316.
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This property returns an instance of the singleton.
The purpose of this is to allow using methods from the base class like 'Connect'.
Since all Godot singletons inherit Object, the type of the returned instance is Godot.Object.
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C#: Make GD.Range return IEnumerable instead of array
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- Make NodePath and RID sealed classes.
- Renamed rand_range to RandRange.
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Fix Godot.Reference marshalling from MonoObject* to Variant
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C#: Throw ObjectDisposedException from disposed wrapper classes
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C#: Add random functions to GD class
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Closes #24753
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Fixes #25903
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Need to cast Ref<T> to Variant instead of constructing Variant from Object*, otherwise the Variant won't hold a reference.
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Ensure classes match their header filename
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Renamed:
- `modules/mono/mono_gd/gd_mono_class_member.h` -> `i_mono_class_member.h`
- `modules/upnp/upnpdevice.h` -> `upnp_device.h`
- `modules/websocket/websocket_multiplayer.h` -> `websocket_multiplayer_peer.h`
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Use script instance binding for objects constructed from C#
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Also drop some unused files.
Renamed:
- `core/dvector.h` -> `pool_vector.h`
- `core/io/resource_import.h` -> `resource_importer.h`
- `core/sort.h` -> `sort_array.h`
- `core/string_db.h` -> `string_name.h`
Dropped:
- `core/allocators.h`
- `core/os/shell.h`
- `core/variant_construct_string.cpp`
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[Mono] Fix Transform2D origin
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Windows: Default to system MSBuild and add VSCode hint path
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Don't pass FrameworkPathOverride to MSBuild. It's causing issues with some nuget packages.
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Do not initialize Mono if 'res://.mono/' and mscorlib are missing
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Fix check to determine if [[noreturn]] attribute is usable
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This is the whole reason 'fill_search_dirs' was added for, yet somehow I forgot to pass the config parameter.
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This is needed to avoid aborting due to missing mscorlib for projects that do not use C#.
If 'res://.mono/' exists, then we assume the project uses C#, in which case a missing mscorlib should still abort.
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Only possible if the object class is a "native type". If the object class is a user class (that derives a "native type") then a script is needed.
Since CSharpLanguage does cleanup of script instance bindings when finished, cases like #25621 will no longer cause problems.
Fixed ~Object() trying to free script instance bindings after the language has already been removed, which would result in a NULL dereference.
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Previously this was only done when building the script for running the game. This was a problem because the user could want to build the project manually with the "Build project" button, to then run the game from the command line or similar.
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Mono: Lifetime fixes for CSharpInstance and instance binding data
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Avoid CSharpInstance from accessing its state after self destructing (by deleting the Reference owner).
It's now safe to replace the script instance without leaking or crashing.
Also fixed godot_icall_Object_weakref return reference being freed before returning.
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Mono: Fix MonoPosixHelper not being found
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