Age | Commit message (Collapse) | Author |
|
class and related
- `GodotSynchronizationContext`
- Implements `IDisposable` to dispose of the disposable field `_queue`.
- Makes the class sealed.
- `GodotTaskScheduler`
- Implements `IDisposable` to dispose of the disposable property `Context`.
- Makes the class sealed.
- `Dispatcher`
- Dispose of previous `GodotTaskScheduler` instances before creating a new one.
|
|
|
|
|
|
* Works for binary and text files.
* Makes EditorQuickOpen work with custom resources again.
* Information is cached and easily accessible.
Properly fixes #66179. Supersedes #66215 and supersedes #62417
**WARNING**: This required breaking backwards binary compatibility (.res and .scn files). Files saved after this PR is merged will no longer open in any earlier versions of Godot.
|
|
C#: Implement `ExportPlugin::_get_name` and move `GLOBAL_DEF` to CSharpLanguage
|
|
Also documents the .NET project settings.
|
|
|
|
- Remove `Vector2.Lerp` overload that takes a weight parameter of type `Vector2`.
- Remove `Vector3.Lerp` overload that takes a weight parameter of type `Vector3`.
- Remove `Color.Lerp` overload that takes a weight parameter of type `Color`.
- Remove `Angle` method from `Vector2i`.
- Remove `AngleTo` method from `Vector2i`.
- Remove `AngleToPoint` method from `Vector2i`.
- Remove `Cross` method from `Vector2i`.
- Remove `DistanceSquaredTo` method from `Vector2i` and `Vector3i`.
- Remove `DistanceTo` method from `Vector2i` and `Vector3i`.
- Remove `Dot` method from `Vector2i` and `Vector3i`.
- Remove `PosMod` method from `Vector2i` and `Vector3i`.
- Remove `Orthogonal` method from `Vector2i`.
- Remove `&` operator from `Vector2i` and `Vector3i`.
|
|
C#: Make property accessors internal
|
|
|
|
Implement `Mathf.SinCos` that wraps a call to `System.Math.SinCos`,
this allows us to use the `SinCos` method more conveniently with
`real_t`.
Using `Math.SinCos` is often cheaper than separate calls to `Math.Sin`
and `Math.Cos`, and they are often used together.
|
|
C#: Make `Length` and `LengthSquared` into methods in `Quaternion`.
|
|
C#: Sync `Plane` with Core
|
|
C#: Add missing `Transform{2D,3D}` and `Basis` constructors
|
|
- Add `Plane(Vector3)` constructor.
- Rename `IntersectRay` to `IntersectsRay`.
- Rename `IntersectSegment` to `IntersectsSegment`.
- Replace `Center` property with `GetCenter` method.
- Add and fix documentation about the _normal_ parameter
to Core and C# documentation.
|
|
- Remove `Transform3D(Quaternion, Vector3)` constructor from C#.
- Add `Transform3D(Projection)` constructor to C#.
- Add documentation to the `Transform3D(Projection)` constructor in Core.
- Add `Transform3D` constructor with only real_t params to C# that mirrors `Transform2D`.
- Expose `Basis` constructor with only real_t params in C#.
- Add `Transform2D(real_t, Vector2, real_t, Vector2)` constructor to C#.
|
|
- Replace `Rotation` property with `GetRotation` method in `Transform2D`.
- Replace `Scale` property with `GetScale` method in `Transform2D`.
- Replace `Scale` property with `GetScale` method in `Basis`.
Core does not expose set methods.
|
|
The `Length` and `LengthSquared` members are implemented as methods
in every other C# struct, `Quaternion` was the only one implementing
them as properties.
|
|
raulsntos/dotnet/remove-spherical_interpolate_with
C#: Remove `SphericalInterpolateWith` from Transform3D
|
|
raulsntos/dotnet/intersects-without-include_borders
C#: Remove `includeBorders` parameter from `Rect2i.Intersects` and `AABB.Intersects`
|
|
- Remove `GetOrthogonalIndex` method (moved to `GridMap`).
- Remove `GetRow` and `SetRow` methods.
|
|
`AABB.Intersects`
|
|
|
|
Add `IsFinite` to C# Variants
|
|
Add `IsZeroApprox` to C# vectors
|
|
|
|
|
|
* Overrides no longer happen for set/get.
* They must be checked with a new function: `ProjectSettings::get_setting_with_override()`.
* GLOBAL_DEF/GLOBAL_GET updated to use this
This change solves many problems:
* General confusion about getting the actual or overriden setting.
* Feature tags available after settings are loaded were being ignored, they are now considered.
* Hacks required for the Project Settings editor to work.
Fixes #64100. Fixes #64014. Fixes #61908.
|
|
Indenting with spaces and added a line break
Co-authored-by: Raul Santos <raulsntos@gmail.com>
|
|
Removed unused property hints and `Object::get_translatable_strings()`
|
|
* Remove unused `EditorPropertyMember` and related hints, previouly used by
VisualScript. Such logic should be implemented in the VS module itself.
* As the above broke compatibility with the VS module, clean up the other
hacks that were still in core in support of VisualScript.
* `PROPERTY_USAGE_INTERNATIONALIZED` was only used in Object's
`get_translatable_strings()`, which is a legacy function not used anywhere.
So both are removed.
* Reordered some usage flags after the above removal to minimize the diff.
* General clean up.
Fixes #30203.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
|
|
|
|
This was missing in the conversion of bitflags to BitField<>.
|
|
Fix pingpong-loop with `loop_wrap` is not working & clean-up cubic interpolation key retrieve process
|
|
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
|
|
C#: Skip getting class info for unbound generics
|
|
- Avoid generic types in `ScriptPathAttributeGenerator`, this
means they won't be added to the `[AssemblyHasScripts]` attribute
and a `[ScriptPath]` attribute won't be added to the class.
Since generic classes can't be used as scripts they shouldn't use
those attributes, this also makes CSharpScript consider those types
invalid since they won't be added to the script/type map.
- Avoid generic types in `ScriptManagerBridge.LookupScriptsInAssembly`.
- Set `outMethodsDest` in `ScriptManagerBridge.UpdateScriptClassInfo`.
|
|
|
|
C#: reverse Vector2.AngleToPoint
|
|
|
|
|
|
C#: Rename `ConvertToX` methods
|
|
- Renamed `ConvertToX` to `ConvertToNativeX`.
- Renamed `ConvertToXObject` to `ConvertToX`.
- Renamed `ConvertToXManaged` to `ConvertToX`.
- Fix `Signal` name in bindings generator and csharp script.
|
|
ReadOnly properties are currently not allowed because the generated code
needs to set them, this also apply to `init` properties because they
need to be set after initialization.
|
|
Adds a note about the requirement that a C# class name must match the
script filename in which the they are defined to the instantiate error.
|
|
C#: Synchronize Color with Core
|
|
- Add `Luminance` readonly property.
- Add `LinearToSrgb` and `SrgbToLinear` static methods.
- Add `FromOkHsl` static method.
- Add `FromRgbe9995` static method.
- Add `FromString` static method.
- Expose `FromHtml` static method.
- Expose `HtmlIsValid` static method.
- Add and update some Color documentation.
|
|
Fix out of sync PropertyUsageFlags for cs
|
|
|
|
|