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
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
* 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.
* 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.
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".
- Renamed `ConvertToX` to `ConvertToNativeX`.
- Renamed `ConvertToXObject` to `ConvertToX`.
- Renamed `ConvertToXManaged` to `ConvertToX`.
- Fix `Signal` name in bindings generator and csharp script.
Non-exhaustive list of case-sensitive renames:
GDExtension -> GDNative
GDNATIVE -> GDEXTENSION
gdextension -> gdnative
ExtensionExtension ->Extension (for where there was GDNativeExtension)
EXTENSION_EXTENSION ->EXTENSION (for where there was GDNATIVE_EXTENSION)
gdnlib -> gdextension
gdn_interface -> gde_interface
gdni -> gde_interface
We use collectible AssemblyLoadContexts as that's the only way to allow
reloading assemblies after building. However, collectible assemblies
have some restrictions:
- https://learn.microsoft.com/en-us/dotnet/framework/reflection-and-codedom/collectible-assemblies#restrictions-on-collectible-assemblies
Those restrictions can cause issues with third-party code, such as some
mocking libraries.
In order to work around this problem, we're going to load assemblies
as collectible only in Godot editor, and not when running games.
These issues will still exist in the editor, but this will be enough
for some users.
- Use `long` and `double` types since signals currently only support 64-bit types.
- Fix bug for checking if the type name is a class registered in ClassDB.
Scripts that are instantiated at some point will always be recreated
if they ever become placeholders to prevent non-tool scripts
instantiated manually by users to become placeholders, if they
do become placeholders due to errors that prevent instantiation
(such as a missing parameterless constructor) these scripts
will also be recreated replacing the temporary placeholder.
If a script is marked as a tool but becomes a non-tool script
in a rebuild, the script will become a placeholder and will
no longer be considered applicable to be replaced by an instance
since the user explicitly removed the Tool attribute.
Since the list of signals in `CSharpScript::event_signals` retrieved
from calling `ScriptManagerBridge.UpdateScriptClassInfo` already
includes the signals from base scripts there is no need to iterate the
hierarchy again on `CSharpInstance::connect_event_signals`.
- Moves interop functions to UnmanagedCallbacks struct that
contains the function pointers and is passed to C#.
- Implements UnmanagedCallbacksGenerator, a C# source generator that
generates the UnmanagedCallbacks struct in C# and the body for the
NativeFuncs methods (their implementation just calls the function
pointer in the UnmanagedCallbacks). The generated methods are needed
because .NET pins byref parameters of native calls, even if they are
'ref struct's, which don't need pinning. The generated methods use
`Unsafe.AsPointer` so that we can benefit from byref parameters
without suffering overhead of pinning.
Co-authored-by: Raul Santos <raulsntos@gmail.com>
The setting is initially assigned the name of the Godot project,
but it's kept freezed to prevent issues when renaming the Godot
project.
The user can always rename the C# project and solution manually and
change the setting to the new name.
Changed the signal declaration signal to:
```
// The following generates a MySignal event
[Signal] public delegate void MySignalEventHandler(int param);
```
Previously, for each scripts class instance that was created from code
rather than by the engine, we were constructing, configuring and
assigning a new CSharpScript.
This has changed now and we make sure there's only one CSharpScript
associated to each type.
The editor no longer needs to create temporary instances to get the
default values. The initializer values of the exported properties are
still evaluated at runtime. For example, in the following example,
`GetInitialValue()` will be called when first looks for default values:
```
[Export] int MyValue = GetInitialValue();
```
Exporting fields with a non-supported type now results in a compiler
error rather than a runtime error when the script is used.
This base implementation is still very barebones but it defines the path
for how exporting will work (at least when embedding the .NET runtime).
Many manual steps are still needed, which should be automatized in the
future. For example, in addition to the API assemblies, now you also
need to copy the GodotPlugins assembly to each game project.
Finalizers are longer guaranteed to be called on exit now that
we switched to .NET Core. This results in native instances leaking.
The only solution I can think of so far is to keep a list of all
instances alive to dispose when the AssemblyLoadContext.Unloading
event is raised.
We're targeting .NET 5 for now to make development easier while
.NET 6 is not yet released.
TEMPORARY REGRESSIONS
---------------------
Assembly unloading is not implemented yet. As such, many Godot
resources are leaked at exit. This will be re-implemented later
together with assembly hot-reloading.