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2021-03-15C#: Fix disconnecting event signals twiceIgnacio Etcheverry
`disconnect_event_signals` can be called twice (when managed instance is disposed and from the ScriptInstance destructor).
2021-03-14Merge pull request #46936 from DavidSichma/match_temp_headerRémi Verschelde
Fixed match test expression for temporaries
2021-03-14Merge pull request #46968 from sboronczyk/fix-editor-plugin-monoRémi Verschelde
Fix create c# script from editor after partial class type is necessary
2021-03-13Merge pull request #46900 from Ev1lbl0w/bugfix-malloc_callsRémi Verschelde
Replace malloc's with Godot's memalloc macro
2021-03-13Fix create c# script after partial class typesboronczyk
2021-03-13Merge pull request #46929 from Anshul7sp1/typosAndGrammarRémi Verschelde
Fixes small typos and grammar correction
2021-03-13Replace malloc's with Godot's memalloc macroEv1lbl0w
2021-03-13Merge pull request #46954 from neikeq/reggr-46307Rémi Verschelde
C#: Fix StringName leak warnings after generating bindings
2021-03-13C#: Fix StringName leak warnings after generating bindingsIgnacio Etcheverry
`Main::cleanup()` prints warnings if it finds `StringName`s still alive. We need the `BindingsGenerator` to be destructed before calling cleanup.
2021-03-13C#: Fix ScriptPathAttribute generator with none or nested namespacesIgnacio Etcheverry
The following two bugs were fixed: - For classes without namespace we were still generating `namespace {` without a namespace identifier, causing a syntax error. - For classes with nested namespaces we were generating only the innermost part of the namespace was being generated, e.g.: for `Foo.Bar` we were generating `namespace Bar {` instead of `namespace Foo.Bar {`. This wasn't causing any build error, but because of the wrong namespace Godot wasn't able to find the class associated with the script.
2021-03-12Fixed match test expression for temporariesDavid Sichma
Fixed that a potentially popped temporary was used for the value in match statements.
2021-03-12Fixes small typos and grammar correctionAnshul7sp1
2021-03-12Fix visibility toggle for baked GridMapsjfons
2021-03-12Merge pull request #44671 from o01eg/fix-gcc-visibilityRémi Verschelde
GDNative: Fix symbols visibility for GCC
2021-03-10Implement Navigation layersGilles Roudière
2021-03-10Remove Navigation2D/3D nodes, and move the navigation map to the world resourceGilles Roudière
2021-03-09Merge pull request #45545 from abaire/relaxes_gltf_name_sanitizationRémi Verschelde
Relaxes node name sanitization in gltf documents.
2021-03-08Merge pull request #46174 from xill47/mono-appdomain-unhandled-exception-eventRémi Verschelde
Added mono_unhandled_exception call to unhandled_exception hook
2021-03-08Added mono_unhandled_exception call to unhandled_exception hookIlya Kuznetsov
2021-03-08Merge pull request #46782 from bruvzg/fix_def_theme_sizeRémi Verschelde
Improve bitmap font scaling. Fix default theme font size.
2021-03-08Improve bitmap font scaling. Fix default theme font size.bruvzg
2021-03-07Merge pull request #46713 from neikeq/csharp-source-generators-initRémi Verschelde
Add C# source generator for ScriptPathAttribute
2021-03-06Add C# source generator for a new ScriptPath attributeIgnacio Etcheverry
This source generator adds a newly introduced attribute, `ScriptPath` to all classes that: - Are top-level classes (not inner/nested). - Have the `partial` modifier. - Inherit `Godot.Object`. - The class name matches the file name. A build error is thrown if the generator finds a class that meets these conditions but is not declared `partial`, unless the class is annotated with the `DisableGodotGenerators` attribute. We also generate an `AssemblyHasScripts` assembly attribute which Godot uses to get all the script classes in the assembly, eliminating the need for Godot to search them. We can also avoid searching in assemblies that don't have this attribute. This will be good for performance in the future once we support multiple assemblies with Godot script classes. This is an example of what the generated code looks like: ``` using Godot; namespace Foo { [ScriptPathAttribute("res://Player.cs")] // Multiple partial declarations are allowed [ScriptPathAttribute("res://Foo/Player.cs")] partial class Player {} } [assembly:AssemblyHasScripts(new System.Type[] { typeof(Foo.Player) })] ``` The new attributes replace script metadata which we were generating by determining the namespace of script classes with a very simple parser. This fixes several issues with the old approach related to parser errors and conditional compilation. It also makes the task part of the MSBuild project build, rather than a separate step executed by the Godot editor.
2021-03-06Added some checks to prevent accessing a null colliderDuddino
Previously godot would try to access `CollisionObjectBullet::bt_collision_object` even if it was null. Fixes #46651
2021-03-03Merge pull request #43768 from sjml/mac-mono-export-fixRémi Verschelde
Mono/macOS: Separate data dir into frameworks and resources for codesigning
2021-03-03Mono/macOS: Separate data dir into frameworks and resources for codesigningShane Liesegang
Co-authored-by: Ignacio Etcheverry <ignalfonsore@gmail.com>
2021-03-02Fixed match for expression patternDavid Sichma
equality comparison now writes to right target address
2021-03-02Merge pull request #42029 from ThakeeNathees/export-type-infer-bug-fixGeorge Marques
GDScript export array/dictionary type infer bug fix
2021-03-02Merge pull request #46559 from asmaloney/fix-code-completionRémi Verschelde
Script editor: Fix two special cases not being checked in code completion
2021-03-02Merge pull request #41897 from strank/not-in-conditional-doneRémi Verschelde
Add a "not in" operator to GDScript.
2021-03-01[script editor] Fix two special cases not being checked in code completionAndy Maloney
When this code was changed for 4.0, a "break" statement inside a for loop in 3.x was changed to "return". This means that the two special cases (autoloads and input actions) are never checked. Removing the return lets these work properly in the editor. (Also reorder conditionals to short-circuit and avoid expensive methods.)
2021-02-27Merge pull request #46470 from Faless/net/4.x_enet_timeoutRémi Verschelde
Add set_peer_timeout to NetworkedMultiplayerENet.
2021-02-27Add set_peer_timeout to NetworkedMultiplayerENet.Fabian
2021-02-25Add generic support to PackedScene.InstanceAaron Franke
2021-02-25Merge pull request #46379 from ThakeeNathees/signal-idf-not-found-fixRémi Verschelde
GDScript: False positive "Identifier not found" error on signals fixed
2021-02-25Document seamless noise having a lower contrast than non-seamless noiseHugo Locurcio
See #41787.
2021-02-25Merge pull request #40276 from Taywee/masterRémi Verschelde
remove invalid codeLensProvider value from lsp
2021-02-25Added GridMap description to get_bake_meshes()Jack Linhart
2021-02-25Fix C# bindings generator for default value typesAaron Franke
2021-02-24Relaxes Node naming constraints in glTF documents to match the Editor.abaire
2021-02-24false positive "Identifier not found" error or signals fixedThakee Nathees
2021-02-24Merge pull request #46045 from bruvzg/text_server_bmp_createRémi Verschelde
[TextServer] Restores bitmap font dynamic construction functions.
2021-02-22Merge pull request #46307 from RandomShaper/fix_crash_mono_glueRémi Verschelde
Make glue generation shutdown more graceful
2021-02-22Make glue generation shutdown more gracefulPedro J. Estébanez
2021-02-21Add missing semicolons to webxr.eterns.jsMarcel Admiraal
2021-02-20Merge pull request #45158 from aaronfranke/cs-packedarrayRémi Verschelde
Add C# array features from core PackedArrays
2021-02-19Merge pull request #46221 from akien-mga/doc-sync-classrefRémi Verschelde
doc: Sync classref with current source
2021-02-19doc: Sync classref with current sourceRémi Verschelde
And fix various bogus bindings following previous PRs.
2021-02-19Make FreeType optional for export templates.bruvzg
2021-02-18Merge pull request #45617 from RandomShaper/modernize_atomicsRémi Verschelde
Modernize atomics (and fix `volatile`)