Age | Commit message (Collapse) | Author |
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Adding missing include guards to header files identified by LGTM
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This addresses the issue godotengine/godot#37143
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Fix warning: Property not found: mono/editor/editor_path_optional
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UTF-8, LF, no BOM, and newlines at the end of files
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Sync csproj when files are changed from the Godot FileSystem dock
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C#: Fix uses of old Configuration names
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Generate command line help text for the `mono` module
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opus/vorbis: Remove dead code not used since 3.0
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fix RiderPathLocator - searching for toolbox on Mac
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Since the new audio system in 3.0 we switched the OGG support to
stb_vorbis, and the Opus stream support was disabled as incompatible
(see #7496).
We still build the libraries as they are needed by the theora and webm
modules, but we don't need any Godot code apart from `register_types`.
Fixes #7496.
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[Mono] Add Vector2i and Vector3i
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These have conversion operators between their non-integer equivalents. Vector2i to Vector2 is implicit, while Vector2 to Vector2i is explicit. All conversion code is done in the integer files, so Vector2.cs contains no reference to Vector2i etc.
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Don't store GC handles for C# script instances and instance bindings as 'Ref<MonoGCHandle>'; store the raw data instead. Initially this was not possible as we needed to store a Variant, but this had not been the case for a looong time yet the stored type was never updated.
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Implementation for new Variant types Callable, Signal, StringName.
Added support for PackedInt64Array and PackedFloat64Array.
Add generation of signal members as events, as well as support for
user created signals as events.
NOTE: As of now, raising such events will not emit the signal. As such,
one must use `EmitSignal` instead of raising the event directly.
Removed old ThreadLocal fallback class. It's safe to use thread_local now since
it's supported on all minimum versions of compilers we support.
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For us, it practically only changes the fact that `A<A<int>>` is now
used instead of the C++03 compatible `A<A<int> >`.
Note: clang-format 10+ changed the `Standard` arguments to fully
specified `c++11`, `c++14`, etc. versions, but we can't use `c++17`
now if we want to preserve compatibility with clang-format 8 and 9.
`Cpp11` is still supported as deprecated alias for `Latest`.
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Fixes #37084
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Rename solution configurations (Debug and Release) and put Tools first
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Generates the rpc and rset info for exported GDScript.
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Fixed rset method for gdscript and visual script
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Found via `codespell`
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Avoid build error due to duplicate `main` symbol definition.
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Resurrect HTML5 platform, add it to CI (no rendering yet)
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GDScript duplicate arguments bug fixed
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fix: Classes can't have pass
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Fix: logic error in gdscript_parser.cpp for-loop-range
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ScriptDebugger refactor, threading, profilers.
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Fix missing module editor icons
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Module icons need to be renamed to PascalCase as well
for them to be registered in 4.0.
See godotengine/godot#36513.
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Return only scenes for script owners on LSP completion
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EngineDebugger is the new interface to access the debugger.
It tries to be as agnostic as possible on the data that various
subsystems can expose.
It allows 2 types of interactions:
- Profilers:
A subsystem can register a profiler, assigning it a unique name.
That name can be used to activate the profiler or add data to it.
The registered profiler can be composed of up to 3 functions:
- Toggle: called when the profiler is activated/deactivated.
- Add: called whenever data is added to the debugger
(via `EngineDebugger::profiler_add_frame_data`)
- Tick: called every frame (during idle), receives frame times.
- Captures: (Only relevant in remote debugger for now)
A subsystem can register a capture, assigning it a unique name.
When receiving a message, the remote debugger will check if it starts
with `[prefix]:` and call the associated capture with name `prefix`.
Port MultiplayerAPI, Servers, Scripts, Visual, Performance to the new
profiler system.
Port SceneDebugger and RemoteDebugger to the new capture system.
The LocalDebugger also uses the new profiler system for scripts
profiling.
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Eval should be rechecked.
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Fix: #36680
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typo in gdscript_workspace.cpp fixed
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Mono/C#: Add missing parameters to 'ResourceLoader.Load<T>()'
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there was a logic error in for loop range argument that
check if all of the argument were constants, fixed
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assimp: Clean and document buildsystem, update to upstream 0201fc5
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Added navigation mesh merging error.
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