Commit graph

389 commits

Author SHA1 Message Date
RedMser
2bd714e34e
Allow configuring the script filename casing rule
Defaults to "Auto", which detects the casing based on the
preference of the currently selected language (C# for example
prefers PascalCase whereas GDScript prefers snake_case).
2024-03-05 09:43:29 +01:00
Pedro J. Estébanez
5e144022e7 Enhance cache modes in resource loading
- Unify documentation, hoping to clear misconcepctions about about propagation of the cache mode across dependant loads.
- Clarify in docs that `CACHE_MODE_REPLACE` now also works on the main resource (from #87008).
- Add two recursive modes, counterparts of `CACHE_MODE_REPLACE` and `CACHE_MODE_IGNORE`, since it seems some need them (see #59669, #82830).
- Let resources, even loaded with one of the ignore-cache modes, get a path, which is useful for tools.
2024-02-26 14:59:04 +01:00
Nông Văn Tình
c5e6a5863d Fix Script Editor saves C# files as embedded scripts
fixes: #88543
fixes: #88160

Because of the limitations of compiled programming languages like C#, when a newly created *.cs file hasn't been compiled, we don't have any information about its `Path` or `Type` in the `assemply`. This means we end up creating an invalid instance of this file whenever there's a request. Consequently, multiple instances of the script can exist. When a new instance takes over the path, it clears the `path_cache` of the previous instance, leading to undefined behavior.
2024-02-25 22:08:18 +07:00
Rémi Verschelde
09df8f4a56
Merge pull request #87952 from paulloz/dotnet/byebye-signal-callback-generation
Disable signal callback generation in C#
2024-02-15 15:44:55 +01:00
Muller-Castro
a8bc9f3e78 Add const lvalue ref to core/* container parameters 2024-02-14 11:20:36 -03:00
Paul Joannon
9fa2355cef
Disable signal callback generation in C# 2024-02-14 13:26:45 +01:00
Raul Santos
5815d1c8c8
Improve handling of generic C# types
- Create CSharpScript for generic C# types.
  - `ScriptPathAttributeGenerator` registers the path for the generic type definition.
  - `ScriptManagerBridge` lookup uses the generic type definition that was registered by the generator.
  - Constructed generic types use a virtual `csharp://` path so they can be registered in the map and loaded as if there was a different file for each constructed type, even though they all share the same real path.
  - This allows getting the base type for a C# type that derives from a generic type.
- Shows base scripts in the _Add Node_ and _Create Resource_ dialogs even when they are generic types.
  - `get_global_class_name` implementation was moved to C# and now always returns the base type even if the script is not a global class (this behavior matches GDScript).
- Create `CSharpScript::TypeInfo` struct to hold all the type information about the C# type that corresponds to the `CSharpScript`, and use it as the parameter in `UpdateScriptClassInfo` to avoid adding more parameters.
2024-02-08 18:31:13 +01:00
Raul Santos
8ce4a0cf15
C#: Fix crash when reloading scripts
The crash cond was accidentally moved to the `reload_scripts` method when it was only meant to be in the `reload_tool_script` method. Same about restarting the HotReloadAssemblyWatcher timer.

Also removed the loop that checks if the script array contains a C# script because if we're in CSharpLanguage we can assume that at least one of them is.
2024-02-07 06:33:51 +01:00
Michael Wörner
9d50a486bf Fixed ~CSharpScript() holding on to a mutex longer than necessary, creating potential for a deadlock. 2024-01-28 21:28:14 +01:00
Rémi Verschelde
3bbf4abfaa
Merge pull request #87550 from zaevi/fix_csharp_generic_reloading
C#: Fix sorting for generic types when reloading assemblies.
2024-01-26 11:48:18 +01:00
Rémi Verschelde
d36f5cf2ba
Merge pull request #85504 from nongvantinh/fix-csharp-loader
Fix C# script loader does not work reliably
2024-01-26 11:42:01 +01:00
Zae
18599c0935 C#: Fix sorting for generic types when reloading assemblies. 2024-01-26 18:00:46 +08:00
Nông Văn Tình
7676e389a7 Fixes C# script loader does not work reliably 2024-01-22 04:20:27 +07:00
Yuri Sizov
b6a2c78033 Merge pull request #87286 from akien-mga/fix-preprocessor-if-ENABLED-checks
Fix `#if *_ENABLED` inconsistencies, should check if defined
2024-01-17 18:53:33 +01:00
Yuri Sizov
c027aecc2e Merge pull request #86676 from rune-scape/sparse-script-reload
GDScript: Hot-reload changed scripts only
2024-01-17 18:52:54 +01:00
Rémi Verschelde
0a7579b161
Fix #if *_ENABLED inconsistencies, should check if defined
Co-authored-by: Caroline Joy Bell <halotroop2288@proton.me>
2024-01-17 10:30:15 +01:00
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
rune-scape
cde478bda6 Hot-reload only changed scripts 2024-01-02 17:56:52 -08:00
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