Commit graph

3547 commits

Author SHA1 Message Date
Rémi Verschelde
9d3424f61d
Merge pull request #34688 from sheepandshepherd/gdnative_class_ptr
Expose is_class_ptr to GDNative for dynamic casts
2020-01-03 11:32:01 +01:00
sheepandshepherd
3056c4bd5a Expose cast_to to GDNative for dynamic casts 2020-01-03 04:27:13 +01:00
Aaron Franke
0b3f1cc70a
[Mono] Make Sign methods consistent with GDScript and System.Math 2020-01-02 16:41:41 -05:00
Rémi Verschelde
d84cf797a2
Merge pull request #34758 from neikeq/mono-bindings-void-vararg
Mono/C#: Fix bindings generator with void vararg methods
2020-01-02 18:34:38 +01:00
Rémi Verschelde
1fe8dedf33
Merge pull request #34756 from bojidar-bg/34689-export-line-break
Allow the usage of newlines in export hints
2020-01-02 18:20:28 +01:00
Ignacio Etcheverry
c1ff3ef9e8 Mono/C#: Fix comment generation for non-constant param default
- Generate the comment for the param, even if the method has no description.
- Generate the comment outside the <summary> element.
2020-01-02 18:10:02 +01:00
Ignacio Etcheverry
f3aa793ba3 Mono/C#: Fix bindings generator with void vararg methods
Commit 4d727f1ee6 made it possible for vararg
methods to return void. This broke the C# bindings generator which was
assuming in one place that vararg methods always return Variant.
2020-01-02 18:02:48 +01:00
Bojidar Marinov
b93b7aca74
Allow the usage of newlines in export hints
Fixes #34689
2020-01-02 18:03:11 +02:00
Ignacio Etcheverry
844a8d215b Mono/C#: Make 'GD.Print' and its variants fallback to 'ToString()'
Up until now, 'GD.Print' would convert parameters first to
Variant and only then to String. This meant parameters that cannot be
converted to Variant would be printed as "Null".
This commit makes 'GD.Print' fallback to 'System.Object.ToString()'
if the parameter could not be converted to Variant.
The same applies to all 'GD.Print' variants:
'GD.PrintS', 'GD.PrintT', 'GD.PrintErr' and 'GD.PrintRaw'.
2020-01-02 13:54:20 +01:00
Ignacio Etcheverry
ea75ea50d2 Mono/C#: Fix GD.PrintErr now showing in the Output panel 2020-01-02 13:13:22 +01:00
Rémi Verschelde
5aa96b72c7
Merge pull request #34706 from KoBeWi/grindput
Don't handle Gridmap input when have no effect
2020-01-01 11:35:39 +01:00
Rémi Verschelde
a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
Ignacio Roldán Etcheverry
7fddf5eb7c
Merge pull request #34699 from van800/godot-guid
Custom property for Godot generated project
2019-12-31 20:28:14 +01:00
Tomasz Chabora
bf143c05d2 Don't handle Gridmap input when have no effect 2019-12-30 23:35:43 +01:00
Rémi Verschelde
e37ad996a1
Merge pull request #34625 from timothyqiu/i18n
Makes more editor strings translatable
2019-12-30 17:28:11 +01:00
Rémi Verschelde
edf2ed5e50
Merge pull request #34582 from timothyqiu/forward-decl
Cleans up headers included in editor_node.h
2019-12-30 16:28:47 +01:00
Ivan Shakhov
af2e6e12d1 add custom property to csproj, which identifies that project is generated by Godot 2019-12-30 16:16:47 +01:00
Haoyu Qiu
8cf941a8cb Makes more editor strings translatable
* Title of Sprite Editor convert preview dialogs
* Title of UV Channel Debug dialog
* Various editor warnings
* GridMap popup menu item "Paste Selects"
* Tileset editor shape button texts
* MeshLibrary update confirmation text
2019-12-30 10:36:31 +08:00
Dan Kramer
1b26f2c505 Fix msbuild target argument 2019-12-29 17:03:21 -05:00
Ignacio Etcheverry
86274b9fc9 Mono/C#: Re-structure API solution and GodotTools post-build target
Previously we had a placeholder solution called 'Managed' to benefit from
tooling while editing the a part of the C# API.
Later the bindings generator would create the final 'GodotSharp' solution
including these C# files as well as the auto-generated C# API.
Now we replaced the 'Managed' solution with the final 'GodotSharp' solution
which is no longer auto-generated, and the bindings generator only takes
care of the auto-generated C# API.
This has the following benefits:
- It's less confusing as there will no longer be two versions of the same file
(the original and a generated copy of it). Now there's only one.
- We no longer need placeholder for auto-generated API classes, like Node or
Resource. We used them for benefiting from tooling. Now we can just use the
auto-generated API itself.
- Simplifies the build system and bindings generator. Removed lot of code
that is not needed anymore.

Also added a post-build target to the GodotTools project to copy the output to
the data dir. This makes it easy to iterate when doing changes to GodotTools,
as SCons doesn't have to be executed anymore just to copy these new files.
2019-12-28 20:48:55 +01:00
Ignacio Roldán Etcheverry
318c693516
Merge pull request #34595 from van800/mac_rider
Fix search for Rider path on Mac
2019-12-26 02:16:55 +01:00
Ignacio Roldán Etcheverry
f90e8c41a2
Merge pull request #34604 from neikeq/issue-27674
Mono/C#: Fix memory leak with new Reference instances created from C#
2019-12-25 20:47:07 +01:00
Ignacio Etcheverry
0ef635c0e3 Mono/C#: Fix memory leak with new Reference instances created from C# 2019-12-25 19:33:59 +01:00
Ivan.Shakhov
682dd04b2d fix Rider path on Mac 2019-12-25 00:14:31 +01:00
Haoyu Qiu
078c0d75f2 Cleans up headers included in editor_node.h 2019-12-24 21:46:05 +08:00
Rémi Verschelde
e4ecfe90f9
Merge pull request #34515 from Faless/ws/closing_ws
WSLPeer now prevents receiving data after close.
2019-12-22 12:32:52 +01:00
Dan Kramer
097d1c9383 add suggested fix 2019-12-21 13:26:29 -05:00
Rémi Verschelde
a10449bbbc
Merge pull request #34514 from neikeq/remove-dep-on-mono-posix
Mono/C#: Remove GodotTools dependency on the Mono.Posix assembly
2019-12-21 17:07:18 +01:00
Fabio Alessandrelli
9afdb9dcd3 WSLPeer now prevents receiving data after close.
Used to spit error and report empty packets when connection was still
half-closed (waiting for confirmation from other end).
2019-12-21 16:38:36 +01:00
Ignacio Etcheverry
5a3ccf4f14 Mono/C#: Remove GodotTools dependency on the Mono.Posix assembly
MSBuild on Windows uses the system .NET Framework BCL instead of Mono's. Because
of this, it may not be able to find the Mono.Posix assembly, so it's better
not to depend on it. We needed Mono.Posix to call Syscall.access, so we can
replace this with an internal call that does the same in C++.
2019-12-21 15:55:45 +01:00
Haoyu Qiu
0693718164 Makes more editor strings translatable
* "Add" button text in Groups Editor
* "Receiver Method" in Connect Signal Dialog
* "Play Mode" in Animation State Machine Editor
* "Mesh Library" button text in Mesh Library editor plugin
* Compose Array node button texts in Visual Script
* Various button texts in TileSet Editor
* Various Run Script errors
2019-12-21 20:58:17 +08:00
Rémi Verschelde
2a4c528d06
Merge pull request #34465 from neikeq/no-hardcode-debugger-wait
Mono/C#: Remove hard-coded debugger wait at initialization
2019-12-19 21:27:59 +01:00
Ignacio Etcheverry
f3c6c63b94 Mono/C#: Remove hard-coded debugger wait at initialization
Up until now debug builds would always wait up to 500 ms during initialization
to give time for debuggers to attach to the game.
We no longer want this as it increases startup time unnecesarily.
The way forward is to setup the debugger agent as client instead of server.
This way it's the game that connect to the debugger, not the other way around.
If server mode is still desired, suspend=y can be used to indefinitely wait
for the debugger to attach. This all can be specified with the environment
variable 'GODOT_MONO_DEBUGGER_AGENT' when launching the game.
2019-12-19 17:07:20 +01:00
Ignacio Etcheverry
98dc07f25f Mono/C#: Fix Variant -> MonoString* when type is Variant:NIL
`Variant::operator String()` returns "Null" if the type is `Variant:NIL`.
We must consider that and return a null `MonoString*` instead when marshalling.
This was also causing a "Null" error to be displayed when exporting a game
because null string members would be set to "Null" during hot-reload.
2019-12-19 16:51:32 +01:00
Rémi Verschelde
1c6b9bfdff Mono: Copy native and btls libs on macOS 2019-12-18 08:39:37 +01:00
Ignacio Etcheverry
20d7013c60 Mono/C#: Fix project export and fix FindLast/GetFile regression
d09193b08a introduced a regression in
StringExtensions.FindLast. StringExtensions.GetFile was also affected as it
relies on FindLast. This in turn broke the project exporter as it uses GetFile.
The cause of the regression is that now FindLast is calling LastIndexOf
with 'startIndex: 0'. This should be 'startIndex: str.Length - 1' instead.

Also fixed another regression in the project exporter:
de7c2ad21b moved 'GodotTools/GodotSharpExport.cs'
to 'GodotTools/Export/ExportPlugin.cs' and in doing so accidently reverted
the changes from commit e439581198.
2019-12-17 13:06:41 +01:00
Haoyu Qiu
9adeec789c Fixes size of create function dialog 2019-12-17 09:04:30 +08:00
Rémi Verschelde
c3ea4ea9b7
Merge pull request #34382 from van800/profiler
Allow attaching any external profiler, including JetBrains dotTrace
2019-12-16 22:00:36 +01:00
Ivan Shakhov
7c64779516 Allow attaching any external profiler, including JetBrains dotTrace 2019-12-16 20:34:30 +01:00
Rémi Verschelde
a866028a7a Mono: Enable threads suspend workaround on Windows
This appears to be necessary for current official builds cross-compiled
with MinGW from Linux, using Mono 6.6.0.160.

Follow-up to #31784, see #29812 for details.
2019-12-16 15:40:26 +01:00
Rémi Verschelde
d4601776db
Merge pull request #34377 from timothyqiu/i18n
Makes more strings in editor translatable
2019-12-16 09:56:23 +01:00
Haoyu Qiu
7a9c337dfe Makes more strings in editor translatable
* File type names in file dialogs
* Layout option names
* Visual shader editor UI
2019-12-16 16:41:07 +08:00
Rémi Verschelde
74977277fa
Merge pull request #34280 from zaksnet/fix-yield-documentation
Fix documentation for yield
2019-12-16 08:49:32 +01:00
Haoyu Qiu
468fcd80bb Updates docs for GDScript built-in functions
* Adds description for `ord()`
* Adds relationship description between `char()` and `ord()`
* Describes the argument of `char()` as Unicode code point instead of ASCII code
* Fixes wrong interval notation in `randi()` description
2019-12-15 19:06:29 +08:00
Rémi Verschelde
12ee35737f
Merge pull request #34334 from neikeq/issue-33503
Mono/C#: Fix class parser bug with 'where T : struct'
2019-12-13 20:13:28 +01:00
Rémi Verschelde
e65db6a16b
Merge pull request #34333 from vnen/gdscript-assign-op
Fix some cases where typed assignment gets invalid
2019-12-13 20:13:12 +01:00
Ignacio Etcheverry
f2a2293709 Mono/C#: Fix class parser incorrectly handling nested namespaces
It would incorrectly error thinking the nested namespace is being declared inside a struct/class. This was because of an incorrect nesting level being used for classes and structs.
2019-12-13 19:55:32 +01:00
Ignacio Etcheverry
c1ab956dd0 Mono/C#: Fix class parser bug with 'where T : struct'
The struct decl parsing was outdated. Make both struct decl and class declparsing share the same code.
2019-12-13 19:50:42 +01:00
George Marques
cb887324e6
GDScript: Convert values when setting member variables
This allows doing: self.x = 1 even if self.x is declared as float.
2019-12-13 12:51:53 -03:00
George Marques
475d7f0e52
GDScript: Fix type conversion in assignment with operation 2019-12-13 12:51:08 -03:00