Age | Commit message (Collapse) | Author |
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Add new log functions for C#.
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Previously it would fail if the type name included its namespace.
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Proper support for namespaces and other enhancement/fixes
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- Added a very simple parser that can extract the namespace and class name of a C# script.
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- `modules\mono\csharp_script.cpp(576): warning C4099: 'CSharpScriptDepSort': type name first seen using 'class' now seen using 'struct'`
- `modules\mono\signal_awaiter_utils.cpp(144): warning C4003: not enough actual parameters for macro 'ERR_FAIL_V'`
- `modules\mono\editor\net_solution.cpp(101): warning C4129: '%': unrecognized character escape sequence`
- (several) `modules\mono\glue\cs_compressed.gen.h(222): warning C4129: 'E': unrecognized character escape sequence`
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- Also make sure we load API assemblies from 'res://.mono/assemblies/'.
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Make sure API assemblies are up to date at startup
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- If there is a solution and C# project at startup, make sure API assemblies are up to date.
- Fix prebuilt assemblies only being used when building the game project, and not in other instances.
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- We no longer box struct to return them from internal calls.
- Use reinterpret_cast if the managed struct layout is the same as the native struct.
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Add ONE constants to Vector2 and Vector3
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- Fix unused bool local for MonoBoolean argument.
- Append U to API hashes. Fixes warning: 'integer constant is so large that it is unsigned'
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Remove redundant "== true" and "== false" code
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Some of this code has been re-organized.
f
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If it can be compared to a boolean, it can be evaluated as one in-place.
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Fix C# API assembly build errors in generics
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Loosen generic guard on some methods
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Mono: Editor and export template dependencies and fixes
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For more details see #22658
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For more details see #22658
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- Bundle editor dependencies:
- 'GodotSharp': Root data directory for the editor
- 'Tools': Editor dependencies. Only GodotSharp.dll for now.
- 'Api': Prebuilt GodotSharp and GodotSharpEditor API assemblies.
- 'Mono': Mono files to bundle with the editor.
- 'bin': (Optional, not used for now) Mono bin directory.
- 'etc': Mono configuration files.
- 'lib': Mono dependency shared libraries.
- 'lib/mono/4.5': Framework assemblies.
- Added build option to copy the required files from the mono installation to 'GodotSharp/Mono'. Enable with 'copy_mono_root=yes'. Disabled by default.
- Export template dependencies:
- 'data_AppName'/'data_Godot':
- 'Mono': Mono files to bundle with the game.
- 'etc': Mono configuration files.
- 'lib': Mono dependency shared libraries.
- The data directory is generated when compiling and must be bundled with the export templates. In the case of OSX, the data directory must be placed inside the 'osx.zip' export template.
- In OSX, alternative location for directories (needed for app bundles) are:
- 'data_AppName/Mono/etc' --> '../Resources/GodotSharp/Mono/etc'
- 'data_AppName/Mono/lib' --> '../Frameworks/GodotSharp/Mono/lib'
- The editor can bundle prebuilt API assemblies.
- Generate them with a tools build by running: `--generate-cs-core-api <GodotSharp_OutputDir> --generate-cs-editor-api <GodotSharpEditor_OutputDir> <GodotSharp_OutputDir>/bin/Release/GodotSharp.dll` (This command will be simplified in the future and both projects will be in the same solution)
- Build the solutions and copy the output files to '#bin/GodotSharp/Api'.
- Fixed API assembly being added twice during the export process.
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Fix GCC compiler warning in mono module
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- thread_local.h: 'delegating constructors only available with -std=c++11 or -std=gnu++11'
- mono_reg_utils.cpp: 'extra tokens at end of #endif directive'
- mono_bottom_panel.cpp: '<fieldB> will be initialized after <fieldA> when initialized here'
- bindings_generator.cpp: 'name lookup of 'i' changed (...) matches this 'i' under ISO standard rules (...) matches this 'i' under old rules (...)'
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- Also fixed uninitalized variable in buildscript
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neikeq/idontlikesanditscoarseandroughandirritatinganditgetseverywhere
Mono: Build and external editor improvements for OSX
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This enhancement is specially noticeable in OSX, since it includes Mono's install location (both official and homebrew). This makes it possible to build Godot with Mono on OSX without pkg-config (pkg-config is bundled with Mono, but it's not added to PATH, so finding it would require finding the Mono root directory first).
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NOTE: This changes the RPC_MODE_* enum values.
Games should be re-exported. GDNative rebuilt.
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The slave keyword will still be available as deprecated in 3.1 but will
be dropped from future releases.
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Misc. typos
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Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"`
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Added dummy MSBuild project and solution to get tooling help when editing these files.
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