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2021-02-04[Mono] Use the same search logic for both `MSBuild` and `dotnet`, add custom ↵bruvzg
search paths on macOS.
2021-02-01Replace ColorN and from HTML with a string constructorAaron Franke
2021-02-01Fix C# string.Hash()zaevi
2021-01-31Merge pull request #45315 from RandomShaper/modernize_threadRémi Verschelde
Modernize Thread
2021-01-29Modernize ThreadPedro J. Estébanez
- 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)
2021-01-28Merge pull request #45525 from van800/rider-lineRémi Verschelde
Navigating to error line number in Rider from Godot editor debugger console is off-by-one.
2021-01-28Fix off by one error navigating to line number in RiderIvan Shakhov
Fixes https://github.com/JetBrains/godot-support/issues/61
2021-01-28Unify URI encoding/decoding and add to C#Aaron Franke
http_escape and percent_encode have been unified into uri_encode, and http_unescape and percent_decode have been unified into uri_decode.
2021-01-28Make hex_to_int and bin_to_int handle the prefix automaticallyAaron Franke
Also add BinToInt to C#
2021-01-26Merge pull request #45029 from neikeq/issue-40023Rémi Verschelde
C#: Fix System.Collections.Generic.List marshalling
2021-01-19Cleanup: Remove executable bit from files which don't need itRémi Verschelde
Drop unused xpmfix.sh script.
2021-01-19C # mono supports Unicode codemagian1127
2021-01-13Merge pull request #45136 from akien-mga/clang-format-11Rémi Verschelde
CI: Update to clang-format 11 and apply ternary operator changes
2021-01-13Update Mono module to use new execute method.Marcel Admiraal
2021-01-12CI: Update to clang-format 11 and apply ternary operator changesRémi Verschelde
2021-01-08C#: Fix System.Collections.Generic.List marshallingIgnacio Etcheverry
2021-01-01Update copyright statements to 2021Rémi Verschelde
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 🎆
2020-12-29Fix missed renamings from empty() to is_empty()Rémi Verschelde
Those were missed in #44401 or added by later PRs.
2020-12-28Merge pull request #44586 from madmiraal/rename-stepifyRémi Verschelde
Rename Math::stepify to snapped
2020-12-28Rename Math::stepify to snappedMarcel Admiraal
2020-12-28Rename Rect2 and Rect2i grow_margin() to grow_side()Marcel Admiraal
2020-12-28Rename empty() to is_empty()Marcel Admiraal
2020-12-27Merge pull request #44515 from eddsanity/masterRémi Verschelde
Fixed #42149: bug where the default C# script template would sometimes produce an invalid class name
2020-12-26Update Rect intersection documentation, and rename method on MonoNathan Franke
2020-12-19Fixes #42149 and fixes indentation errors to pass clang-formatEyad
2020-12-17Merge pull request #44105 from neikeq/mono-wasm-m2n-hookRémi Verschelde
Mono: Make Godot provide its own WASM m2n trampolines
2020-12-14Mono: Don't use -rdynamic when compiling for WASMIgnacio Etcheverry
`-rdynamic` was causing the emsdk linker to silently fail to generate the output `.wasm` file (even though exit code was 0).
2020-12-14Mono: Make Godot provide its own WASM m2n trampolinesIgnacio Etcheverry
This depends on a custom Mono patch from this commit: godotengine/godot-mono-builds@0e312939bd0dc4b807cc15dbe76a7b65456ab928
2020-12-14Mono: Add extra WASM framework assemblies on game exportIgnacio Etcheverry
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
2020-12-08Merge pull request #43742 from qarmin/editor_modules_default_valuesRémi Verschelde
Initialize class/struct variables with default values in platform/ and editor/
2020-12-08Merge pull request #44136 from neikeq/scons-mono-bcl-optionRémi Verschelde
Mono: Add mono_bcl SCons option for a custom BCL location
2020-12-08Merge pull request #44148 from Calinou/tweak-log-file-namesRémi Verschelde
Tweak log file names for consistency between Mono and non-Mono logs
2020-12-07Improve argument names for core typesAaron Franke
2020-12-06Tweak log file names for consistency between Mono and non-Mono logsHugo Locurcio
- 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.
2020-12-06Merge pull request #44106 from neikeq/mono-invoke-no-params-boxingRémi Verschelde
Don't box params on Native->C# calls with Variant params
2020-12-06Don't box params on Native->C# calls with Variant paramsIgnacio Etcheverry
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.
2020-12-06Mono: Add mono_bcl SCons option for a custom BCL locationIgnacio Etcheverry
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).
2020-12-05Merge pull request #44109 from neikeq/fix-await-to-signal-many-at-onceRémi Verschelde
C#: Fix multiple awaits to same signal result in connect error
2020-12-05Merge pull request #44108 from neikeq/editor-fix-unhandled-exception-rethrownRémi Verschelde
Fix unhandled exception re-thrown in the editor
2020-12-05Merge pull request #44107 from neikeq/fix-slow-build-log-updateRémi Verschelde
C#: Fix very slow build log update in the editor
2020-12-05C#: Fix very slow build log update in the editorIgnacio Etcheverry
2020-12-05Fix unhandled exception re-thrown in the editorIgnacio Etcheverry
2020-12-05C#: Fix multiple awaits to same signal result in connect errorIgnacio Etcheverry
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).
2020-12-03Mono: Fix Android build after #36311Rémi Verschelde
2020-12-02Initialize class/struct variables with default values in platform/ and editor/Rafał Mikrut
2020-12-02Refactor DocData into core and editor (DocTools) partsThakee Nathees
2020-11-29Documentation generation for GDScriptThakee Nathees
- ClassDoc added to GDScript and property reflection data were extracted from parse tree - GDScript comments are collected from tokenizer for documentation and applied to the ClassDoc by the GDScript compiler - private docs were excluded (name with underscore prefix and doesn't have any doc comments) - default values (of non exported vars), arguments are extraced from the parser - Integrated with GDScript 2.0 and new enums were added. - merge conflicts fixed
2020-11-26[Complex Text Layouts] Refactor Font class, default themes and controls to ↵bruvzg
use Text Server interface. Implement interface mirroring. Add TextLine and TextParagraph classes. Handle UTF-16 input on macOS and Windows.
2020-11-25Core: Always enable ptrcall, remove PTRCALL_ENABLED defineRémi Verschelde
ptrcall is now also used to optimize calls in GDScript, on top of the existing use by the GDNative and Mono modules. It no longer makes sense to make it optional.
2020-11-16Remove empty lines around braces with the formatting scriptAaron Franke