This commit makes operator[] on Vector const and adds a write proxy to it. From
now on writes to Vectors need to happen through the .write proxy. So for
instance:
Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;
Failing to use the .write proxy will cause a compilation error.
In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.
_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
- Setup runtime main args during initialization. This must be done manually by embedders who do not call mono_runtime_run_main. Fixes NullReferenceException in System.Environment.
- Continue to search the assembly in the rest of the search locations if loading it from one of them failed.
The heuristic whether we're in the project manager inside GDMono
didn't work if the project manager was launched by not having any path
to run.
This is fixed now by making a Main::is_project_manager().
It's going to be called anyway after `mono_domain_finalize`.
This also prevents crashes, since the MessageQueue singleton could already be freed at this point (see: #15702).
- Bundle with mscorlib.dll to avoid compatibilities issues
- Add build option 'mono_assemblies_output_dir' to specify the output directory where the assemblies will be copied to. '#bin' by default.
- Sometimes `StackFrame.GetMethod()` returns null (e.g.: latest frame of a `MissingMethodException`). Still not sure what to do with that frame (maybe skip it), but at least it no longer fails.
- Skip `CSharpLanguage::debug_get_current_stack_info()` if an error is printed from `GDMonoUtils::update_corlib_cache()`.
- Fix crash when calling `GDMonoUtils::print_unhandled_exception(exc)` if there is no ScriptDebugger attached.
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.