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Godot.NET.Sdk
-------------
Godot uses its own custom MSBuild Sdk for game
projects. This new Sdk adds its own functionality
on top of 'Microsoft.NET.Sdk'.
The new Sdk is resolved from the NuGet package.
All the default boilerplate was moved from game
projects to the Sdk. The default csproj for
game project can now be as simple as:
```
<Project Sdk="Godot.NET.Sdk/4.0.0-dev2">
<PropertyGroup>
<TargetFramework>netstandard2.1</TargetFramework>
</PropertyGroup>
</Project>
```
Source files are included by automatically so
Godot no longer needs to keep the csproj in sync
when creating new source files.
Define constants
----------------
Godot defines a list of constants for conditional
compilation. When exporting games, this list also
included engine 'features' and platform 'bits'.
There were a few problems with that:
- The 'features' constants were only defined when
exporting games. Not when building the game for
running in the editor player.
- If the project was built externally by an IDE,
the constants wouldn't be defined at all.
The new Sdk assigns default values to these
constants when not built from the Godot editor,
i.e.: when built from an IDE or from the command
line. The default define constants are determined
from the system MSBuild is running on.
However, it's not possible for MSBuild to
determine the set of supported engine features.
It's also not possible to determine if a project
is being built to run on a 32-bit or 64-bit
Godot executable.
As such the 'features' and 'bits' constants had
to be removed.
The benefit of checking those at compile time
was questionable, and they can still be checked
at runtime.
The new list of define constants includes:
- GODOT
- GODOT_<PLATFORM>
Defaults to the platform MSBuild is running on.
- GODOT_<PC/MOBILE/WEB>
- TOOLS
When building with the 'Debug' configuration
(editor and editor player).
- GODOT_REAL_T_IS_DOUBLE
Not defined by default unless $(GodotRealTIsDouble)
is overriden to be 'true'.
.NET Standard
-------------
The target framework of game projects was changed
to 'netstandard2.1'.
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When VSDEBUG is a no-op (default), those branches did the same (nothing).
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Fix spelling & grammar in comments, docs, and messages
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Also a few minor API changes like adding AABB.abs()
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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to zero.
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Resize various dialogs
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touilleMan/correct-Reference-is_reference-api.json
Correct is_reference attribute in api.json for Reference class
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touilleMan/missing-has_default_value-signals-api_json
Add missing has_default_value field for signals in api.json
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UDPServer uses single socket, abstract clients.
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resource depency dialogs).
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My initial attempt changed this in the gdscript code, which resulted in
a duplicate warning name in the builtin editor. We should just append
the warning name in the LSP instead.
This uses parens to match what is shown in the builtin editor.
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This reverts commit de3ad3b30ecb8de1aa112df7d61630102f077b5b.
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Add C# XML documentation to core C# math types
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Syntax highlighter refactor
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Use GitHub Actions for file formatting and style checks
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use clear_overlaps() instead of clearing overlappingObjects directly
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[macOS, Mono] Fix "Wdeprecated-declarations" build error.
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Set isScratchedSpaceOverrideModificator to false when removing a RigidBodyBullet from a space.
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This closes https://github.com/godotengine/godot-docs/issues/3598.
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RigidBodyBullet from a space.
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- Extacted all syntax highlighting code from text edit
- Removed enable syntax highlighting from text edit
- Added line_edited_from signal to text_edit
- Renamed get/set_syntax_highlighting to get/set_syntax_highlighter
- Added EditorSyntaxHighligher
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Allow Area2D and 3D mouse events without collision layer
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Co-authored-by: madmiraal <madmiraal@users.noreply.github.com>
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Bullet physics flush_queries() as is done in Godot physics, and remove
the pre-tick callback.
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Optimized physics object spawn time
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Added BulletPhysics APIs to return internal objects.
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Add a map of autoloads to ProjectSettings
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Clear a Bullet Area's overlappingObjects vector when removing an area from a space.
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So places that need to look into it can use the list instead of parsing
ProjectSettings details (like checking "*" in path for testing if it's
singleton).
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Include gdscript warning name in the warning message.
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Fix: editor crash on super constructor called
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Occasionally you want to ignore a warning with a `warning-ignore`
comment, and you have to go into the settings to look up what the
actual name of the warning is. This patch appends the warning name to
the end of the warning so you know what string to use to ignore it,
similar to other linters like pylint.
For example
```
"The signal 'blah' is declared but never emitted.";
```
is now
```
"The signal 'blah' is declared but never emitted. (UNUSED_SIGNAL)";
```
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from a space.
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Change translation parser plugin API to parse_file()
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Mono/C#: Fix several clang-tidy warnings and cleanup
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