Age | Commit message (Collapse) | Author |
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GDScript: Fix marking of line with unsafe property access as unsafe
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- Add MustBeVariant attribute to generic parameters that are used in a Variant context
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class and related
- `GodotSynchronizationContext`
- Implements `IDisposable` to dispose of the disposable field `_queue`.
- Makes the class sealed.
- `GodotTaskScheduler`
- Implements `IDisposable` to dispose of the disposable property `Context`.
- Makes the class sealed.
- `Dispatcher`
- Dispose of previous `GodotTaskScheduler` instances before creating a new one.
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Closes https://github.com/godotengine/godot/issues/71065
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GDScript: Disallow type inference with untyped initializer
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Correctly apply world_scale in WebXR (Godot 4)
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Add `PROPERTY_USAGE_NEVER_DUPLICATE` flag and use for script
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Clarify error message about script-level annotation
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Disable OGG and MP3 looping by default on import
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Co-authored-by: Yakov Borevich <j.borevich@gmail.com>
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- Add overloads to print methods that take a single `string`.
- Use `StringBuilder` to append print parameters.
- Remove `PrintStack` method.
- Add `ErrorString`.
- Remove `Str` method.
- Add exception to `Range` when step is 0.
- Add `VarToBytesWithObjects` and `BytesToVarWithObjects`.
- Remove optional boolean parameter from `VarToBytes` and `BytesToVar`.
- Move `InstanceFromId` to `Godot.Object`.
- Add `Godot.Object.IsInstanceIdValid`.
- Update documentation.
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- Implement `ICollection` methods explicitly.
- Add `Merge` method.
- Add `RecursiveEqual` method.
- Update documentation.
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- Add `float` and `double` overloads to all methods of `Mathf`.
This allows the methods to be usable with `float`, `double` or `real_t`.
- Use `System.MathF` in the `float` overloads which may result in
better performance.
- Constants remain as `real_t` for the time being.
- Add aggresive inlining for methods that wrap `System.Math` calls.
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[codeblocks] for Keep only the [CSharp] part.
[param] is changed to <c>.
[b] for bold text.
[i] for italic text.
4.0 now uses variant, so [variant] to <see cref="Godot.Variant"/>.
since Rider does not support [u], only comments have been modified.
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C#: Move `LinearToDb` and `DbToLinear` to Mathf
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[TextServer] Fix ICU data loading and exporting with `internationalization/locale/include_text_server_data` setting.
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`internationalization/locale/include_text_server_data` setting.
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GDScript: Remove function of `continue` for match statement
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SaracenOne/disable_data_generation_on_foreign_resources
Disable navmesh, lightmap, and VoxelGI generation on foreign data
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When instructions use function pointers, it's not possible to retrieve
their original names in the disassembly. This stores the names in
vectors (in debug builds) so they can be shown.
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Fix BiDi override for the characters outside BMP (e.g., emojis).
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Fix duplicating imported blendshape tracks
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Add support for Unicode identifiers in GDScript and Expression
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importing from a GLTF.
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The keyword is confusing and rarely is used in the intended way. It is
removed now in favor of a future feature (pattern guards) to avoid
breaking compatibility later.
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* From Godot 4.0 onwards, proper music looping is supported which requires setting the BPM and then the loop point in beats.
* As such, importing with loop by default does not serve much of a purpose. Its annoying to disable for SFX or clips that do not loop and it also requires manual intervention to loop music.
* This way, it should work out of the box for any sound effect or non looping audio clip, and manual work is required anyway for looping music.
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The editor will use .NET 7 if it is installed and fall back to .NET 6 otherwise.
Exported projects will use .NET 7 or .NET 6 depending on the value of TargetFramework in the csproj.
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This is using an adapted version of UAX#31 to not rely on the ICU
database (which isn't available in builds without TextServerAdvanced).
It allows most characters used in diverse scripts but not everything.
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Support script global resource name in EditorFileSystem
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* Works for binary and text files.
* Makes EditorQuickOpen work with custom resources again.
* Information is cached and easily accessible.
Properly fixes #66179. Supersedes #66215 and supersedes #62417
**WARNING**: This required breaking backwards binary compatibility (.res and .scn files). Files saved after this PR is merged will no longer open in any earlier versions of Godot.
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exports in the inspector were not properly appearing when a gdscript was saved using an external IDE
this commit adds a call to GDScript::UpdateExports toward the end of GDScriptTextDocument::didSave
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This feature was removed from GDScript so it should not be present on
the interface nor in the saved export presets.
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