Age | Commit message (Collapse) | Author |
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Add ClassDB tests to look for core API deps on editor API
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-Added a new method in Resource: reset_state , used for reloading the same resource from disk
-Added a new cache mode "replace" in ResourceLoader, which reuses existing loaded sub-resources but resets their data from disk (or replaces them if they chaged type)
-Because the correct sub-resource paths are always loaded now, this fixes bugs with subresource folding or subresource ordering when saving.
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search paths on macOS.
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Modernize Thread
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- Based on C++11's `thread` and `thread_local`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed (except for the few cases of non-portable functions)
- Simpler for `NO_THREADS`
- Thread ids are now the same across platforms (main is 1; others follow)
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Navigating to error line number in Rider from Godot editor debugger console is off-by-one.
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Fixes https://github.com/JetBrains/godot-support/issues/61
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http_escape and percent_encode have been unified into uri_encode, and http_unescape and percent_decode have been unified into uri_decode.
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Also add BinToInt to C#
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C#: Fix System.Collections.Generic.List marshalling
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Drop unused xpmfix.sh script.
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CI: Update to clang-format 11 and apply ternary operator changes
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The ClassDB tests will detect when the core API has dependencies on
the editor API, which is not allowed.
This should prevent or warn early about issues like #44856
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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
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Those were missed in #44401 or added by later PRs.
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Rename Math::stepify to snapped
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Fixed #42149: bug where the default C# script template would sometimes produce an invalid class name
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Mono: Make Godot provide its own WASM m2n trampolines
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`-rdynamic` was causing the emsdk linker to silently fail to
generate the output `.wasm` file (even though exit code was 0).
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This depends on a custom Mono patch from this commit:
godotengine/godot-mono-builds@0e312939bd0dc4b807cc15dbe76a7b65456ab928
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This is needed with newer Mono versions, at least with Mono 6.12+
Depends on the following commit from our build scripts:
godotengine/godot-mono-builds@9d75cff174fa3599a9d90f9bce53f0a86154db1e
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Initialize class/struct variables with default values in platform/ and editor/
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Mono: Add mono_bcl SCons option for a custom BCL location
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Tweak log file names for consistency between Mono and non-Mono logs
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- Avoid spaces in Mono log file names.
- Use a `.log` extension for Mono logs, just like non-Mono logs.
- Use periods to separate hours/minutes/seconds for non-Mono logs.
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Don't box params on Native->C# calls with Variant params
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Godot uses Variant parameters for calls to script methods.
Up until now we were boxing such parameters when marshalling
them for invokation, even if they were value types.
Now Godot allocates the marshalled parameters on the stack,
reducing the GC allocations resulted from boxing.
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Makes it let's bothersome to work with builds from our
godotengine/godot-mono-builds scripts, as they write the
BCL into an output directory separate from the runtime
(which is good as two runtimes may share the same BCL).
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C#: Fix multiple awaits to same signal result in connect error
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Fix unhandled exception re-thrown in the editor
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C#: Fix very slow build log update in the editor
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Multiple calls to the same `await ToSignal` were resulting in
"signal already connected to slot" error because the custom
callable comparer was wrong. Comparing only the signal awaiter
handle is the correct way (it's unique for the target).
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