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2020-01-08GDScript: properly set type of local variable initializationGeorge Marques
Properly sets the type of the identifier for the local variable that is stored in the assignment operation. This makes sure that the compiler is aware of typing for local variables when they are initialized with the declaration.
2020-01-07Merge pull request #34886 from JFonS/fix_32699Rémi Verschelde
Make NoiseTexture threading more robust
2020-01-07Make NoiseTexture threading more robustJFonS
Fixes crash when a NoiseTexture was freed before the generation thread finished.
2020-01-04GDScript LSP: Implement goto declarationgeequlim
2020-01-04Merge pull request #34795 from dankan1890/mono_cs_iconRémi Verschelde
[Mono]: the C# script icon is now visible in the editor.
2020-01-03[Mono]: the C# script icon is now visible in the editor.dankan1890
2020-01-03Merge pull request #34790 from clayjohn/ETC-support-alphaRémi Verschelde
Add support for Lum-alpha textures to ETC fallback
2020-01-03Fix ENet max clients highest value.Fabio Alessandrelli
Was 4096, while actually it's 4095. Fixed now in both docs and `create_server` check.
2020-01-03Add support for Lum-alpha textures to ETC fallbackclayjohn
2020-01-03Merge pull request #34784 from neikeq/fix-hintpath-godottoolsRémi Verschelde
Mono/C#: Fix wrong HintPath for package in GodotTools
2020-01-03Mono/C#: Fix wrong HintPath for package in GodotToolsIgnacio Etcheverry
2020-01-03Merge pull request #34452 from aaronfranke/color-arithRémi Verschelde
[Mono] Color arithmetic operators
2020-01-03Merge pull request #34772 from clayjohn/ETC-support-alphaRémi Verschelde
Fallback to RGBA4444 for textures with alpha set to ETC compression
2020-01-03[Mono] Color arithmetic operatorsAaron Franke
2020-01-03Merge pull request #34688 from sheepandshepherd/gdnative_class_ptrRémi Verschelde
Expose is_class_ptr to GDNative for dynamic casts
2020-01-02Fallback to RGBA4444 for textures with alpha set to ETC compressionclayjohn
2020-01-03Expose cast_to to GDNative for dynamic castssheepandshepherd
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