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2020-01-02[Mono] Make Sign methods consistent with GDScript and System.MathAaron Franke
2020-01-02Merge pull request #34758 from neikeq/mono-bindings-void-varargRémi Verschelde
Mono/C#: Fix bindings generator with void vararg methods
2020-01-02Merge pull request #34756 from bojidar-bg/34689-export-line-breakRémi Verschelde
Allow the usage of newlines in export hints
2020-01-02Mono/C#: Fix comment generation for non-constant param defaultIgnacio Etcheverry
- Generate the comment for the param, even if the method has no description. - Generate the comment outside the <summary> element.
2020-01-02Mono/C#: Fix bindings generator with void vararg methodsIgnacio Etcheverry
Commit 4d727f1ee6b970298a7c1752ba19b49d7060c405 made it possible for vararg methods to return void. This broke the C# bindings generator which was assuming in one place that vararg methods always return Variant.
2020-01-02Allow the usage of newlines in export hintsBojidar Marinov
Fixes #34689
2020-01-02Mono/C#: Make 'GD.Print' and its variants fallback to 'ToString()'Ignacio Etcheverry
Up until now, 'GD.Print' would convert parameters first to Variant and only then to String. This meant parameters that cannot be converted to Variant would be printed as "Null". This commit makes 'GD.Print' fallback to 'System.Object.ToString()' if the parameter could not be converted to Variant. The same applies to all 'GD.Print' variants: 'GD.PrintS', 'GD.PrintT', 'GD.PrintErr' and 'GD.PrintRaw'.
2020-01-02Mono/C#: Fix GD.PrintErr now showing in the Output panelIgnacio Etcheverry
2020-01-01Merge pull request #34706 from KoBeWi/grindputRémi Verschelde
Don't handle Gridmap input when have no effect
2020-01-01Update copyright statements to 2020Rémi Verschelde
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
2019-12-31Merge pull request #34699 from van800/godot-guidIgnacio Roldán Etcheverry
Custom property for Godot generated project
2019-12-30Don't handle Gridmap input when have no effectTomasz Chabora
2019-12-30Merge pull request #34625 from timothyqiu/i18nRémi Verschelde
Makes more editor strings translatable
2019-12-30Merge pull request #34582 from timothyqiu/forward-declRémi Verschelde
Cleans up headers included in editor_node.h
2019-12-30add custom property to csproj, which identifies that project is generated by ↵Ivan Shakhov
Godot
2019-12-30Makes more editor strings translatableHaoyu Qiu
* Title of Sprite Editor convert preview dialogs * Title of UV Channel Debug dialog * Various editor warnings * GridMap popup menu item "Paste Selects" * Tileset editor shape button texts * MeshLibrary update confirmation text
2019-12-29Fix msbuild target argumentDan Kramer
2019-12-28Mono/C#: Re-structure API solution and GodotTools post-build targetIgnacio Etcheverry
Previously we had a placeholder solution called 'Managed' to benefit from tooling while editing the a part of the C# API. Later the bindings generator would create the final 'GodotSharp' solution including these C# files as well as the auto-generated C# API. Now we replaced the 'Managed' solution with the final 'GodotSharp' solution which is no longer auto-generated, and the bindings generator only takes care of the auto-generated C# API. This has the following benefits: - It's less confusing as there will no longer be two versions of the same file (the original and a generated copy of it). Now there's only one. - We no longer need placeholder for auto-generated API classes, like Node or Resource. We used them for benefiting from tooling. Now we can just use the auto-generated API itself. - Simplifies the build system and bindings generator. Removed lot of code that is not needed anymore. Also added a post-build target to the GodotTools project to copy the output to the data dir. This makes it easy to iterate when doing changes to GodotTools, as SCons doesn't have to be executed anymore just to copy these new files.
2019-12-26Merge pull request #34595 from van800/mac_riderIgnacio Roldán Etcheverry
Fix search for Rider path on Mac
2019-12-25Merge pull request #34604 from neikeq/issue-27674Ignacio Roldán Etcheverry
Mono/C#: Fix memory leak with new Reference instances created from C#
2019-12-25Mono/C#: Fix memory leak with new Reference instances created from C#Ignacio Etcheverry
2019-12-25fix Rider path on MacIvan.Shakhov
2019-12-24Cleans up headers included in editor_node.hHaoyu Qiu
2019-12-22Merge pull request #34515 from Faless/ws/closing_wsRémi Verschelde
WSLPeer now prevents receiving data after close.
2019-12-21add suggested fixDan Kramer
2019-12-21Merge pull request #34514 from neikeq/remove-dep-on-mono-posixRémi Verschelde
Mono/C#: Remove GodotTools dependency on the Mono.Posix assembly
2019-12-21WSLPeer now prevents receiving data after close.Fabio Alessandrelli
Used to spit error and report empty packets when connection was still half-closed (waiting for confirmation from other end).
2019-12-21Mono/C#: Remove GodotTools dependency on the Mono.Posix assemblyIgnacio Etcheverry
MSBuild on Windows uses the system .NET Framework BCL instead of Mono's. Because of this, it may not be able to find the Mono.Posix assembly, so it's better not to depend on it. We needed Mono.Posix to call Syscall.access, so we can replace this with an internal call that does the same in C++.
2019-12-21Makes more editor strings translatableHaoyu Qiu
* "Add" button text in Groups Editor * "Receiver Method" in Connect Signal Dialog * "Play Mode" in Animation State Machine Editor * "Mesh Library" button text in Mesh Library editor plugin * Compose Array node button texts in Visual Script * Various button texts in TileSet Editor * Various Run Script errors
2019-12-19Merge pull request #34465 from neikeq/no-hardcode-debugger-waitRémi Verschelde
Mono/C#: Remove hard-coded debugger wait at initialization
2019-12-19Mono/C#: Remove hard-coded debugger wait at initializationIgnacio Etcheverry
Up until now debug builds would always wait up to 500 ms during initialization to give time for debuggers to attach to the game. We no longer want this as it increases startup time unnecesarily. The way forward is to setup the debugger agent as client instead of server. This way it's the game that connect to the debugger, not the other way around. If server mode is still desired, suspend=y can be used to indefinitely wait for the debugger to attach. This all can be specified with the environment variable 'GODOT_MONO_DEBUGGER_AGENT' when launching the game.
2019-12-19Mono/C#: Fix Variant -> MonoString* when type is Variant:NILIgnacio Etcheverry
`Variant::operator String()` returns "Null" if the type is `Variant:NIL`. We must consider that and return a null `MonoString*` instead when marshalling. This was also causing a "Null" error to be displayed when exporting a game because null string members would be set to "Null" during hot-reload.
2019-12-18Mono: Copy native and btls libs on macOSRémi Verschelde
2019-12-17Mono/C#: Fix project export and fix FindLast/GetFile regressionIgnacio Etcheverry
d09193b08ae8fdb082bee6ffd3828eb19fd45ce6 introduced a regression in StringExtensions.FindLast. StringExtensions.GetFile was also affected as it relies on FindLast. This in turn broke the project exporter as it uses GetFile. The cause of the regression is that now FindLast is calling LastIndexOf with 'startIndex: 0'. This should be 'startIndex: str.Length - 1' instead. Also fixed another regression in the project exporter: de7c2ad21b4cc2d889a5aeda64ead962036d2aa4 moved 'GodotTools/GodotSharpExport.cs' to 'GodotTools/Export/ExportPlugin.cs' and in doing so accidently reverted the changes from commit e439581198de92e63661c4fe71108cb59cc2d999.
2019-12-17Fixes size of create function dialogHaoyu Qiu
2019-12-16Merge pull request #34382 from van800/profilerRémi Verschelde
Allow attaching any external profiler, including JetBrains dotTrace
2019-12-16Allow attaching any external profiler, including JetBrains dotTraceIvan Shakhov
2019-12-16Mono: Enable threads suspend workaround on WindowsRémi Verschelde
This appears to be necessary for current official builds cross-compiled with MinGW from Linux, using Mono 6.6.0.160. Follow-up to #31784, see #29812 for details.
2019-12-16Merge pull request #34377 from timothyqiu/i18nRémi Verschelde
Makes more strings in editor translatable
2019-12-16Makes more strings in editor translatableHaoyu Qiu
* File type names in file dialogs * Layout option names * Visual shader editor UI
2019-12-16Merge pull request #34280 from zaksnet/fix-yield-documentationRémi Verschelde
Fix documentation for yield
2019-12-15Updates docs for GDScript built-in functionsHaoyu Qiu
* Adds description for `ord()` * Adds relationship description between `char()` and `ord()` * Describes the argument of `char()` as Unicode code point instead of ASCII code * Fixes wrong interval notation in `randi()` description
2019-12-13Merge pull request #34334 from neikeq/issue-33503Rémi Verschelde
Mono/C#: Fix class parser bug with 'where T : struct'
2019-12-13Merge pull request #34333 from vnen/gdscript-assign-opRémi Verschelde
Fix some cases where typed assignment gets invalid
2019-12-13Mono/C#: Fix class parser incorrectly handling nested namespacesIgnacio Etcheverry
It would incorrectly error thinking the nested namespace is being declared inside a struct/class. This was because of an incorrect nesting level being used for classes and structs.
2019-12-13Mono/C#: Fix class parser bug with 'where T : struct'Ignacio Etcheverry
The struct decl parsing was outdated. Make both struct decl and class declparsing share the same code.
2019-12-13GDScript: Convert values when setting member variablesGeorge Marques
This allows doing: self.x = 1 even if self.x is declared as float.
2019-12-13GDScript: Fix type conversion in assignment with operationGeorge Marques
2019-12-13doc: Sync classref with current sourceRémi Verschelde
Also apply clang-format.
2019-12-13Fix documentation for yieldZak
#33872 PR was misleading as i though inheritance from GDScriptFunctionState was optional.