Age | Commit message (Collapse) | Author |
|
- Exposes the properties of C# attribute so they can be accessed from
reflection, renaming them to PascalCase to follow .NET conventions.
- Added some documentation to the newly exposed members.
- Made attribute properties readonly to avoid giving the impression that
they could be modified.
|
|
GDScript: Preload should make native type
|
|
GLTF module: Clean up lots of includes
|
|
GDScript: Fix subclass script path issues
|
|
GDScript: Unify StringName and String
|
|
|
|
|
|
|
|
Fix lookup to docs for variables initialized with `get_node`
|
|
Fix property type for OpenXR display refresh rate
|
|
Make submitting depth buffer in OpenXR optional
|
|
Fix crash on old scene reimport
|
|
|
|
|
|
import settings exists
Fixes godotengine#69625
|
|
Move GDScript uninitialization to `GDScriptLanguage::finish()`
|
|
Co-authored-by: Ricardo Buring <ricardo.buring@gmail.com>
Co-authored-by: kleonc <9283098+kleonc@users.noreply.github.com>
|
|
|
|
right eye
|
|
Keep GDScriptAnalyzer alive for whole parse()
|
|
Fix completion for the raw `get_node` call
|
|
Analyzed data is allocated by Parser but kept as a reference in the cache
which in turn is held by the Analyzer. If Analyzer goes away Parser is left
with a tree of dangling references.
Code is analogous to all other usages of Analyzer + Parser pair.
|
|
|
|
|
|
|
|
embree: Enable raycast module build for Web and Windows x86_32
|
|
Clean up DisplayServerAndroid::window_get_native_handle() with the GLES3 renderer
|
|
renderer
|
|
Add support for font weight and stretch selection when using system fonts.
Add function to get system fallback font from a font name, style, text, and language code.
Implement system font support for Android.
Use system fonts as a last resort fallback.
|
|
|
|
|
|
Godot floats are always 64-bit.
The real_t feature only affects vectors, not scalars.
|
|
Fix C# Solution Directory Project Settings
|
|
C#: Cleanup of Marshaling methods
|
|
Co-authored-by: Ignacio Roldán Etcheverry <neikeq@users.noreply.github.com>
|
|
This change aims to reduce the number of places that need to be changed
when adding or editing a Godot type to the bindings.
Since the addition of `Variant.From<T>/As<T>` and
`VariantUtils.CreateFrom<T>/ConvertTo<T>`, we can now replace a lot of
the previous code in the bindings generator and the source generators
that specify these conversions for each type manually.
The only exceptions are the generic Godot collections (`Array<T>` and
`Dictionary<TKey, TValue>`) which still use the old version, as that
one cannot be matched by our new conversion methods (limitation in the
language with generics, forcing us to use delegate pointers).
The cleanup applies to:
- Bindings generator:
- `TypeInterface.cs_variant_to_managed`
- `TypeInterface.cs_managed_to_variant`
- Source generators:
- `MarshalUtils.AppendNativeVariantToManagedExpr`
- `MarshalUtils.AppendManagedToNativeVariantExpr`
- `MarshalUtils.AppendVariantToManagedExpr`
- `MarshalUtils.AppendManagedToVariantExpr`
|
|
This commit replaces most usages of `ConvertManagedObjectToVariant` and
`ConvertVariantToManagedObjectOfType`, by using the `Godot.Variant`
struct instead of `System.Object`.
The most notable change is to the `GetGodotPropertyDefaultValues` method
that's generated for scripts. The dictionary it returns now stores
`Godot.Variant` values.
Remaining usages are:
- The `DelegateUtils` class, for the serialization of closure display
classes during assembly reloading by the editor. These display classes
are compiler generated classes to store values captured by a closure.
Since it's generated by the compiler, the only way we have to access
the fields is through reflection. This leads to using `System.Object`.
- Converting parameters when invoking constructors from the engine.
This will be replaced with source generators in the future.
- Legacy support for old `GetGodotPropertyDefaultValues` return values.
We need to keep supporting the old version of this generated method
for some time. Otherwise, if loading a project built with the previous
version, it could lead to the loss of exported property values.
Ideally, we should remove this legacy support before a stable release.
|
|
SCons: Disable openxr module with disable_3d=yes
|
|
Get WebXR fully working in Godot 4!
|
|
ETCPAK expects BGRA data for ETC
|
|
Fixes #69470.
|
|
|
|
Its two usages were:
- The Array `ICollection.CopyTo` implementation.
It's possible that this class shouldn't be implementing the
non-generic `ICollection`, but this commit doesn't change that.
The new implementation stores the elements as boxed `Variant` values.
- The `Variant.Obj` property.
I'm not sure if this property's existence is justified, but for now
I rewrote it as a simpler version of `ConvertVariantToManagedObject`.
|
|
C#: Fix signature of generated signal callbacks
|
|
|
|
Update docs to clarify `@icon` only works with global script classes
|
|
Update the docs to clarify that the `@icon` annotation does not work
when only attaching a script to a node, and clarify that the script itself
must be a globally accessible script type.
|
|
Improve parent signature error
|
|
GDScript 2.0: Fix shift due to skip of non-constant default argument values
|
|
|