Age | Commit message (Collapse) | Author |
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C#: Add implicit conversion from arrays to Variant
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Move EulerOrder enum to math_defs.h and global scope
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Adds an implicit conversion from supported array types (the ones that
are equivalent to `Packed*Array` types in Godot) to Variant.
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- Removed empty paragraphs in XML.
- Consistently use bold style for "Example:", on a new line.
- Fix usage of `[code]` when hyperlinks could be used (`[member]`, `[constant]`).
- Fix invalid usage of backticks for inline code in BBCode.
- Fix some American/British English spelling inconsistencies.
- Other minor fixes spotted along the way, including typo fixes with codespell.
- Don't specify `@GlobalScope` for `enum` and `constant`.
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Unify usage of undo_redo in editor
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[MP] Add peer authentication support to the default MultiplayerAPI.
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Replace Quaternion Euler constructor with `from_euler` method
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Now handled directly by the MultiplayerAPI implementation.
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Add few methods to allow peers to exchange authentication information.
- `set_auth_callback(callback)`: Enable the authentication features.
The callback is a `Callable` that accepts an `int` (the peer ID), and
a `PackedByteArray` of data.
- The `peer_authenticating(id)` signal will be emitted instead of
`peer_connected` when a new peer connects.
- Use `send_auth(id: int, data: PackedByteArray)` to exchange data.
- Call `complete_auth(id: int)` when the authentication process is
complete and you expect to start receiving game data.
- The `peer_connected` signal will be emitted as soon as both parties
complete the authentication.
- Use `disconnect_peer(id)` to disconnect a connected peer.
- If the `peer_connected` signal didn't fire for that peer (i.e. it was
still in the authentication phase), the `peer_auth_failed` signal will
be emitted instead of `peer_disconnected`.
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kleonc/range-fix-single-arg-optimized-type-mismatch
[GDScript] Fix type mismatch in optimized single arg `range`
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Add missed Quaternion constructor to C#
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Support for checking that Projection is(not) null
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Remove `zf != NULL` check from `ZIPPacker::start_file`
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Fix property getter with custom return type
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Add buffer size check to Image.load_tga_from_buffer(). Fixes #67985
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[TextServer] Fix hex code box positions in vertical text layout.
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[MP] Add MultiplayerPeer disconnect_peer, close.
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This check was removed because it introduces a bug which prevents
ZIPPacker from actually adding any files, since it must be opened before
adding any files (and therefore shouldn't be NULL at the start of
`start_file`).
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tables).
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Improve font glyph cache packing shelf best height fit heuristic.
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ICU: Update to version 72.1
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[TextServer] Fix build with disabled graphite.
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[TextServer] Do not round glyph advances / coordinates if font oversampling or bitmap glyph scaling is used.
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Unify usage of GLOBAL/EDITOR_GET
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Fix enum type to use int64_t instead of int in GDScript
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Simplify GDVIRTUAL_CALL calls
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Added custom node export
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`GDScriptAnalyzer` Fix math utilities crashing when invalid args are passed
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Rename queue_delete => queue_free
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Fixed Image.save_jpg() does not write any file
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Allow non-constant string message for assert
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C#: Reflection-less delegate callables and nested generic Godot collections
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Fixed signal connection examples to use new callable syntax in the docs
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This allows using generic Godot collections as type arguments for other
generic Godot collections. This also allows generic Godot collections
as parameter or return type in dynamic Callable invocations.
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We aim to make the C# API reflection-free, mainly for concerns about
performance, and to be able to target NativeAOT in refletion-free mode,
which reduces the binary size.
One of the main usages of reflection still left was the dynamic
invokation of callable delegates, and for some time I wasn't sure
I would find an alternative solution that I'd be happy with.
The new solution uses trampoline functions to invoke the delegates:
```
static void Trampoline(object delegateObj, NativeVariantPtrArgs args, out godot_variant ret)
{
if (args.Count != 1)
throw new ArgumentException($"Callable expected 1 arguments but received {args.Count}.");
string res = ((Func<int, string>)delegateObj)(
VariantConversionCallbacks.GetToManagedCallback<int>()(args[0])
);
ret = VariantConversionCallbacks.GetToVariantCallback<string>()(res);
}
Callable.CreateWithUnsafeTrampoline((int num) => "Foo" + num, &Trampoline);
```
Of course, this is too much boilerplate for user code. To improve this,
the `Callable.From` methods were added. These are overloads that take
`Action` and `Func` delegates, which covers the most common use cases:
lambdas and method groups:
```
// Lambda
Callable.From((int num) => "Foo" + num);
// Method group
string AppendNum(int num) => "Foo" + num;
Callable.From(AppendNum);
```
Unfortunately, due to limitations in the C# language, implicit
conversions from delegates to `Callable` are not supported.
`Callable.From` does not support custom delegates. These should be
uncommon, but the Godot C# API actually uses them for event signals.
As such, the bindings generator was updated to generate trampoline
functions for event signals. It was also optimized to use `Action`
instead of a custom delegate for parameterless signals, which removes
the need for the trampoline functions for those signals.
The change to reflection-free invokation removes one of the last needs
for `ConvertVariantToManagedObjectOfType`. The only remaining usage is
from calling script constructors with parameters from the engine
(`CreateManagedForGodotObjectScriptInstance`). Once that one is made
reflection-free, `ConvertVariantToManagedObjectOfType` can be removed.
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Document the ENetPacketPeer class
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