Age | Commit message (Collapse) | Author |
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Add `includeInternal` to C# NodeExtensions and avoid printing errors in `GetChildOrNull`
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Fix Blender file path check to require a directory
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C#: Add grouping attributes for properties.
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Improve C# signal analyzer errors
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As announced in https://godotengine.org/article/godot-4-will-discontinue-visual-scripting,
Godot maintainers have agreed to discontinue the current implementation of
our VisualScript language.
The way it had been designed was not user-friendly enough and we did not
succeed in improving its usability to actually make it a good low-code
solution for users who need one.
So we prefer to remove it for Godot 4.0 and leave the door open for new,
innovative ideas around visual scripting, to be developed as plugins or
extensions now that Godot provides sufficient functionality for this
(notably via GDExtension and the godot-cpp C++ bindings).
The current module has been moved to a dedicated repository (with full Git
history extracted with `git filter-branch`):
https://github.com/godotengine/godot-visual-script
It can still be compiled as a C++ module (for now, but will likely require
work to be kept in sync with the engine repository), but our hope is that
contributors will port it to GDExtension (which is quite compatibile with
the existing C++ module code when using the godot-cpp C++ bindings).
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`GetChildOrNull` won't print an error when the given index is out of range,
similar to how the LINQ `ElementAtOrDefault` method works.
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libwebp: Sync with upstream 1.2.4
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Remove copy constructors in C# structs
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Replace Array return types with TypedArray (part 2)
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C#: Seal classes that can't be inherited from
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Changes: https://chromium.googlesource.com/webm/libwebp/+/1.2.4/NEWS
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Node methods in C# extended to use generics
now have the optional parameter `includeInternal`
like their non-generic equivalents.
Also, fixed a typo in the `Node.get_child` documentation.
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Replace Array return types with TypedArray (part 1)
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C#: Replace `Xform` and `XformInv` with `*` operator
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[4.x] Fix color modulation of the grayscale glyphs in font with mixed color / grayscale data.
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Avoid trying to load non-existent assembly
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- In cases where both `Xform`/`XformInv` and the `*` operator were
implemented the `Xform`/`XformInv` methods were removed in favor of the
`*` operator.
- In cases where the `Xform`/`XformInv` existed but not the `*` operator,
the `Xform`/`XformInv` methods were replaced with the `*` operator.
- In cases where no method existed, a new `*` operator has been
implemented to support the same operations that are supported in GDScript.
- Fixes the `Transform.Xform` and `Transform.XformInv` with `Rect2`
implementation to use a zero `Rect2` size to start expanding from
(which is how it's implemented in C++).
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grayscale data.
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Report the specific parameters that are not supported.
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Expose `Basis::set_orthogonal_index` as a GridMap method
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Changed the title of change node type dialog
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If the project assembly does not exist, return `false` directly instead
of trying to load it.
This prevents the `System.InvalidOperationException` thrown for failing
to locate managed application.
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This should clarify development workflow with the NuGet packages.
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- Moves interop functions to UnmanagedCallbacks struct that
contains the function pointers and is passed to C#.
- Implements UnmanagedCallbacksGenerator, a C# source generator that
generates the UnmanagedCallbacks struct in C# and the body for the
NativeFuncs methods (their implementation just calls the function
pointer in the UnmanagedCallbacks). The generated methods are needed
because .NET pins byref parameters of native calls, even if they are
'ref struct's, which don't need pinning. The generated methods use
`Unsafe.AsPointer` so that we can benefit from byref parameters
without suffering overhead of pinning.
Co-authored-by: Raul Santos <raulsntos@gmail.com>
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We were using it to workaround a limitation of `Unsafe.AsPointer` and
`ref struct`s. However, we can get the same result with some tricks,
since we have control over the declaration of these structs.
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The setting is initially assigned the name of the Godot project,
but it's kept freezed to prevent issues when renaming the Godot
project.
The user can always rename the C# project and solution manually and
change the setting to the new name.
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