Age | Commit message (Collapse) | Author |
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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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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.
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Allow attaching any external profiler, including JetBrains dotTrace
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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.
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Makes more strings in editor translatable
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* File type names in file dialogs
* Layout option names
* Visual shader editor UI
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Fix documentation for yield
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* 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
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Mono/C#: Fix class parser bug with 'where T : struct'
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Fix some cases where typed assignment gets invalid
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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.
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The struct decl parsing was outdated. Make both struct decl and class declparsing share the same code.
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This allows doing: self.x = 1 even if self.x is declared as float.
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Also apply clang-format.
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#33872 PR was misleading as i though inheritance from GDScriptFunctionState was optional.
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[Mono] Fix string Find methods having reversed case sensitivity
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Fix GDScript autocompletion with "as" or typed variables
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Fixes #31818, fixes #33434
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No space for casting, add spaces inside braces, 4 space indentation, remove trailing indentation, remove BOM.
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Disable GDScript warning for unused class variable by default
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SCons: Add 'split_libmodules' option to workaround linker issue
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The new 'split_libmodules=yes' option is useful to work around linker
command line size limitations when linking a huge number of objects.
We're currently over 64k chars when linking libmodules.a on Windows
with MinGW, which triggers issues as seen in #30892.
Even on Linux, we can also reach linker command line size limitations
by adding more custom modules.
We force this option to True for MinGW on Windows, which fixes #30892.
Additional changes to lib splitting:
- Fix linking of the split module libs with interdependent symbols,
hacking our way into LINKCOM and SHLINKCOM to set the `--start-group`
and `--end-group` flags.
- Fix Python 3 compatibility in `methods.split_lib()`.
- Drop seemingly obsolete condition for 'msys' on 'posix'.
- Drop the unnecessary 'split_drivers' as the drivers lib is no longer
too big since we moved all thirdparty builds to modules.
Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
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Fix `inst2dict` calling to getters to retrieve value
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Support Rider as external editor for Godot mono version
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Removed unused variables, add some constants numbers
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Fixes #25476.
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The print methods of mono binding was missing null checks for the params
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dsge/show-template-directory-path-in-error-message
Make sure to include the path in the "Data template directory not found" error message
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When adding a node in the visual script editor while zoomed in, the position of the newly added node would be wrong.
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- Added correct config file for android dllmaps.
- Fix __Internal DllImports with a dlopen fallback.
- Add missing P/Invoke functions and internal calls expected by the monodroid BCL and our custom version of the 'Android.Runtime.AndroidEnvironment' class (this last one can be found in the godot-mono-builds repo).
- Make sure to set 'btls' instead of 'legacy' as the default TLS provider on Android.
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Fix compile error for Windows on Linux
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