Age | Commit message (Collapse) | Author |
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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.
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Make NoiseTexture threading more robust
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Fixes crash when a NoiseTexture was freed before the generation thread finished.
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[Mono]: the C# script icon is now visible in the editor.
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Add support for Lum-alpha textures to ETC fallback
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Was 4096, while actually it's 4095. Fixed now in both docs and
`create_server` check.
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Mono/C#: Fix wrong HintPath for package in GodotTools
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[Mono] Color arithmetic operators
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Fallback to RGBA4444 for textures with alpha set to ETC compression
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Expose is_class_ptr to GDNative for dynamic casts
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Mono/C#: Fix bindings generator with void vararg methods
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Allow the usage of newlines in export hints
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- Generate the comment for the param, even if the method has no description.
- Generate the comment outside the <summary> element.
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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.
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Fixes #34689
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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'.
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Don't handle Gridmap input when have no effect
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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.
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Custom property for Godot generated project
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Makes more editor strings translatable
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Cleans up headers included in editor_node.h
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Godot
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* 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
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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.
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Fix search for Rider path on Mac
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Mono/C#: Fix memory leak with new Reference instances created from C#
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WSLPeer now prevents receiving data after close.
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Mono/C#: Remove GodotTools dependency on the Mono.Posix assembly
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Used to spit error and report empty packets when connection was still
half-closed (waiting for confirmation from other end).
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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++.
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* "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
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Mono/C#: Remove hard-coded debugger wait at initialization
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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.
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`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.
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