Commit graph

372 commits

Author SHA1 Message Date
Zae
51c54b03d1 C#: Fix return type hint for methods. 2024-01-09 04:28:17 +08:00
Muller-Castro
96a95cb974 Add const lvalue ref to container parameters 2024-01-05 14:49:57 -03:00
Paul Joannon
0818d015db
Inspector ⚠️ when C# props might be out of date 2023-12-22 23:27:13 +01:00
Raul Santos
3936871077
C#: Fail callp silently if script is not valid 2023-11-14 16:56:16 +01:00
Rémi Verschelde
ce53362f98
Merge pull request #83670 from raulsntos/notification-predelete-cleanup
Add `NOTIFICATION_PREDELETE_CLEANUP` notification to fix C# `Dispose()`
2023-11-09 11:45:49 +01:00
Rémi Verschelde
6afd320984
Merge pull request #78157 from RedworkDE/net-shutting-down-abruptly
C#: Fix crash with `DisposablesTracker_OnGodotShuttingDown`
2023-10-31 20:52:27 +01:00
Raul Santos
9750e49c57
Add NOTIFICATION_PREDELETE_CLEANUP notification
New notification sent after `NOTIFICATION_PREDELETE` to let Objects cleanup at the very end, it should be the last notification sent.
2023-10-20 13:43:42 +02:00
Raul Santos
be1dfd3b3a
C#: Allow exporting games without C#
When exporting a game that contains a C# solution, a feature is added so the exported game can check if it should initialize the .NET module. Otherwise, the module initialization is skipped so games without C# won't check for the assemblies and won't show alerts when they're missing.
2023-10-16 05:07:11 +02:00
Danil Alexeev
de7cbe8789
Highlight doc comments in a different color 2023-10-08 19:26:10 +03:00
Rémi Verschelde
d759f91f8d
Merge pull request #81101 from 398utubzyt/dotnet/abstract-class-support
C#: Add abstract class support
2023-09-25 17:18:05 +02:00
Rémi Verschelde
1a0e653d7f
Merge pull request #78573 from dalexeev/editor-create-script-class-name
Editor: Remove unused Class Name field from Create Script dialog
2023-09-25 17:17:46 +02:00
Rémi Verschelde
ce0fa4c691
Merge pull request #81783 from zaevi/fix-csharp-static-method
C#: make C# static methods accessible.
2023-09-20 18:55:10 +02:00
Zae
67e1373e5a C#: make C# static methods accessible. 2023-09-20 22:49:33 +08:00
398utubzyt
2df37a237a C#: Abstract script class support 2023-09-15 20:35:25 -07:00
Danil Alexeev
26ce861910
Editor: Remove unused Class Name field from Create Script dialog 2023-09-12 12:49:56 +03:00
Danil Alexeev
4b5daf06ef
Editor: Improve signal callback generation 2023-09-11 18:45:39 +03:00
Rémi Verschelde
1594acc64e
Merge pull request #81073 from raulsntos/dotnet/cached-string-names
C#: Replace `StringNameCache` with `SNAME`
2023-08-31 08:54:53 +02:00
Markus Sauermann
c4705a590b Fix Object::notification order
Previously the `p_reversed` parameter didn't influence the order
in a correct way.
Also script overridden _notification functions were not called in
the correct order.

To fix this some `notification` functions had to add a `p_reversed`
parameter.

This made it necessary to adjust cpp-bindings.

Co-authored-by: David Snopek <dsnopek@gmail.com>
2023-08-30 00:15:55 +02:00
Raul Santos
6d7d083254
C#: Replace StringNameCache with SNAME 2023-08-28 15:41:26 +02:00
kobewi
67db4693eb Expose _validate_property() for scripting 2023-08-28 15:18:48 +02:00
Raul Santos
6b713b1682
C#: Generate instance types for singletons 2023-08-06 00:48:22 +02:00
Raul Santos
03598062fd
C#: Move build button to EditorRunBar
- Move C# build button to `EditorRunBar`.
- Add C# build icon.
- Add shortcut macros to `GodotTools`.
- Move C# build shortcuts to C#.
2023-08-03 17:55:52 +02:00
RedworkDE
f3f3365abd C#: Fix command line exporting 2023-07-07 20:51:46 +02:00
RedworkDE
60b9eb169e C# Fix reloading of non-tool scripts 2023-06-28 11:46:43 +02:00
RedworkDE
e0f644a48d C#: Fix editor integration breaking and causing error spam when reloading assemblies fails
- Do not reload scripts from non-collectible assemblies
- Do not load GodotTools as collectible
- Do not attempt to reload the same project assembly forever
2023-06-21 12:47:52 +02:00
Raul Santos
48e20c628a
C#: Set PropertyInfo.class_name for method parameters 2023-06-16 23:19:38 +02:00
Rémi Verschelde
25b2f1780a
Style: Harmonize header includes in modules
This applies our existing style guide, and adds a new rule to that style
guide for modular components such as platform ports and modules:

Includes from the platform port or module ("local" includes) should be listed
first in their own block using relative paths, before Godot's "core" includes
which use "absolute" (project folder relative) paths, and finally thirdparty
includes.

Includes in `#ifdef`s come after their relevant section, i.e. the overall
structure is:

- Local includes
  * Conditional local includes
- Core includes
  * Conditional core includes
- Thirdparty includes
  * Conditional thirdparty includes
2023-06-15 14:35:45 +02:00
RedworkDE
92f13ba9ea C#: Unify project name handling and fix issues with the handling of some special characters
Co-authored-by: Raul Santos <raulsntos@gmail.com>
2023-06-14 21:07:58 +02:00
RedworkDE
d515fcc47a C#: Fix crash with DisposablesTracker_OnGodotShuttingDown 2023-06-13 07:49:21 +02:00
Mikael Hermansson
1c1d1a1e2e Fix crash when using base types of extension-based types from C# 2023-06-12 18:29:52 +02:00
Rémi Verschelde
e2fcc4de34
Merge pull request #75188 from RedworkDE/net-synchronize-insert
C#: Synchronize adding ScriptInstances
2023-06-06 20:39:16 +02:00
Raul Santos
a1f454fee3
C#: Add global class support
Co-authored-by: willnationsdev <willnationsdev@gmail.com>
2023-05-29 19:04:02 +02:00
RedworkDE
8fdebb85ef C#: Synchronize adding ScriptInstances 2023-05-22 21:40:14 +02:00
Yuri Sizov
156a2fabea
Merge pull request #76659 from shana/shana/75152-fix-crash-when-initializing-glue-generation
Skip initializing the C# runtime when generating glue bindings
2023-05-19 17:10:40 +02:00
Andreia Gaita
e56fdc8a9a Skip initializing the C# runtime when generating glue bindings
The bindings generator doesn't require the C# runtime in order to generate
the glue, and when it the glue generation runs, it exits immediately
afterwards, so we can skip this initialization when the `--generate-mono-glue`
flag is passed in.

Fixes issue 75152
2023-05-18 13:57:42 +02:00
Clay John
610877e326
Merge pull request #72288 from MewPurPur/use-string-repeat
Use `String.repeat()` to optimize several String methods
2023-05-05 09:56:48 -07:00
VolTer
6b84e258d2 Use String.repeat() in more places 2023-05-01 02:27:46 +02:00
Ninni Pipping
ff5d8c4a42 Fix "hides member" warnings in csharp_script.cpp 2023-03-25 14:44:12 +01:00
Yuri Sizov
8402927d3f Prevent crashing on startup if project has scripted theme types
Also avoid order of operation conflicts by moving C# binding generation hook to main.cpp
2023-03-08 11:17:21 +01:00
Aleks Rutins
ae8752a731 Validate that C# class names are valid identifiers 2023-03-04 10:30:40 -05:00
RedworkDE
c0ebc28136 C#: Fix crash when errors occur before language initialization. 2023-03-01 00:00:33 +01:00
voidedWarranties
bd5ab9f9b4 Remove unused ScriptLanguage methods 2023-02-26 22:30:56 -08:00
bruvzg
b3c64675cc
[macOS] Replace all Alt/Option+Letter/Number default shortcuts to avoid conflicts with special character input. 2023-02-20 22:02:47 +02:00
Raul Santos
1aceacaa6b
C#: Rename Object to GodotObject 2023-01-27 02:04:18 +01:00
Raul Santos
a968e51414
C#: Renames to follow .NET naming conventions
Renamed C# types and members to use PascalCase and follow .NET naming conventions.
2023-01-27 02:04:17 +01:00
Juan Linietsky
dddd8d43f6 Support script global resource name in EditorFileSystem
* 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.
2023-01-21 14:19:27 +01:00
Raul Santos
3425d43fed
C#: Move GLOBAL_DEFs to CSharpLanguage ctor
Also documents the .NET project settings.
2023-01-18 21:53:58 +01:00
Juan Linietsky
6f0e210093 Refactor ProjectSetting overrides
* Overrides no longer happen for set/get.
* They must be checked with a new function: `ProjectSettings::get_setting_with_override()`.
* GLOBAL_DEF/GLOBAL_GET updated to use this

This change solves many problems:
* General confusion about getting the actual or overriden setting.
* Feature tags available after settings are loaded were being ignored, they are now considered.
* Hacks required for the Project Settings editor to work.

Fixes #64100. Fixes #64014. Fixes #61908.
2023-01-13 15:13:56 +01:00
Rémi Verschelde
d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
Raul Santos
24e4ac9167
C#: Rename ConvertToX methods
- Renamed `ConvertToX` to `ConvertToNativeX`.
- Renamed `ConvertToXObject` to `ConvertToX`.
- Renamed `ConvertToXManaged` to `ConvertToX`.
- Fix `Signal` name in bindings generator and csharp script.
2022-12-23 19:40:32 +01:00