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.
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.
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++.
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.
`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.
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.
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.
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.
- Added correct config file for android dllmaps.
- Fix __Internal DllImports with a dlopen fallback.
- Add missing P/Invoke functions and internal calls expected by the monodroid BCL and our custom version of the 'Android.Runtime.AndroidEnvironment' class (this last one can be found in the godot-mono-builds repo).
- Make sure to set 'btls' instead of 'legacy' as the default TLS provider on Android.
The Mono IL interpreter's WebAssembly to native trampolines don't support passing structs by value, so we need to do it this way.
Also now we pass and return long, ulong, float and double as ref parameters as well. This is due to missing trampolines for float and long types. This is likely a temporary workaround that will be reverted in the future. The correct solution would be to patch 'mono/mini/m2n-gen.cs' when building the Mono runtime for WASM in order to generate the trampolines we need.
This was a wrong check as an exit code of 0 means success,
not failure. It used to be fine as blocking mode always returned
-2, but this was changed in #32033 to return the exit code.
Fixes#32424.
API hashes cannot be calculated on release builds, as bindings information is lacking. Therefore, we should not be comparing it with the generated glue hash as they will never match.
Assembly paths were written to PCK files with backslash as path separator and PackedData only supports forward slash.
This would make exported games unable to find the assemblies.
The application module `app` serves double duties of providing the prebuilt Godot binaries ('android_debug.apk', 'android_release.apk') and the Godot custom build template ('android_source.zip').
VarArg methods have the return type Object in the API json for GDNative. This
can cause undefined behavior in some language bindings due to lack of
documentation on VarArg methods' behavior.
This changes the MethodInfo of:
- CSharpScript::_new
- GDScript::_new
- PluginScript::_new