Commit graph

1071 commits

Author SHA1 Message Date
Thakee Nathees
42bfa16996 Refactor DocData into core and editor (DocTools) parts 2020-12-02 00:48:39 +05:30
Thakee Nathees
d0e7d9b62f Documentation generation for GDScript
- ClassDoc added to GDScript and property reflection data were extracted
from parse tree

- GDScript comments are collected from tokenizer for documentation and
applied to the ClassDoc by the GDScript compiler

- private docs were excluded (name with underscore prefix and doesn't
have any doc comments)

- default values (of non exported vars), arguments are extraced from the
parser

- Integrated with GDScript 2.0 and new enums were added.

- merge conflicts fixed
2020-11-29 19:45:36 +05:30
bruvzg
99666de00f
[Complex Text Layouts] Refactor Font class, default themes and controls to use Text Server interface.
Implement interface mirroring.
Add TextLine and TextParagraph classes.
Handle UTF-16 input on macOS and Windows.
2020-11-26 14:25:48 +02:00
Rémi Verschelde
d76806d322
Core: Always enable ptrcall, remove PTRCALL_ENABLED define
ptrcall is now also used to optimize calls in GDScript, on top of the existing
use by the GDNative and Mono modules.

It no longer makes sense to make it optional.
2020-11-25 14:08:17 +01:00
Aaron Franke
02161aad5a
Remove empty lines around braces with the formatting script 2020-11-16 23:38:11 -05:00
Rémi Verschelde
f763a2a3db
Merge pull request #43250 from aaronfranke/strext-lstrip
Add LStrip, RStrip, and HexEncode to C#
2020-11-16 09:15:45 +01:00
Aaron Franke
4b272b18ea
Improve comments in Color documentation 2020-11-13 23:31:19 -05:00
Grzegorz Puławski
c49810046e Removing unneeded FuncRef code in C# 2020-11-11 21:57:42 +01:00
Aaron Franke
ee79fc627c
Minor clamp and float fixes 2020-11-10 14:30:07 -05:00
Adrian Adeva
74f98de223
Updated gd_glue.cpp to work with the latest changes in the variant refactoring
Without this change the engine dont compile with the mono module enabled.
2020-11-10 11:13:54 +01:00
Rémi Verschelde
9d2e8f2f27
Variant: Rename Type::_RID to Type::RID
The underscore prefix was used to avoid the conflict between the `RID` class
name and the matching enum value in `Variant::Type`.

This can be fixed differently by prefixing uses of the `RID` class in `Variant`
with the scope resolution operator, as done already for `AABB`.
2020-11-09 16:29:04 +01:00
Aaron Franke
6b54d7dde1
Add HexEncode to C# 2020-11-09 03:25:51 -05:00
Aaron Franke
c89af1d433
Add LStrip and RStrip to C# strings 2020-11-09 03:24:46 -05:00
reduz
127458ed17 Reorganized core/ directory, it was too fatty already
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
2020-11-07 20:17:12 -03:00
Yuri Roubinsky
156e4043b4 [Mono] Added Shuffle method to Array 2020-11-07 11:26:54 +03:00
Yuri Roubinsky
38fb26794b Exposed randi_range to global funcs + renamed rand_range to randf_range 2020-11-06 17:06:26 +03:00
Hugo Locurcio
7adb6b91b3
Remove Color.contrasted() as its behavior is barely useful
Returning the most contrasting color isn't a trivial task, as there
are often many possible choices. It's usually best left for the user
to implement using a script.
2020-11-03 04:46:08 -05:00
Rémi Verschelde
c11992ed48
Merge pull request #43029 from neikeq/offline-nuget-fallback
C#: Make editor create NuGet fallback folder for Godot packages
2020-10-27 08:07:58 +01:00
Rémi Verschelde
f594f31823
Merge pull request #43088 from neikeq/fix-custom-event-signal-hot-reload
C#: Fix custom event signals crash on hot-reload
2020-10-27 08:07:33 +01:00
Ignacio Etcheverry
34960cb936 C#: Fix custom event signals crash on hot-reload
Cleanup and re-initialization of event signals before
and after hot-reload should be working correctly now.
2020-10-26 07:00:51 +01:00
Hugo Locurcio
a1d9c67f43
Optimize SVG using svgcleaner --multipass
This decreases the editor binary size by about 8 KB.
2020-10-25 10:02:37 +01:00
Ignacio Etcheverry
64b5ee7010 C#: Make editor create NuGet fallback folder for Godot packages
Main benefits:
- Projects can be built offline. Previously you needed internet
  access the first time building to download the packages.
- Changes to packages like Godot.NET.Sdk can be easily tested
  before publishing. This was already possible but required
  too many manual steps.
- First time builds are a bit faster, as the Sdk package doesn't
  need to be downloaded. In practice, the package is very small
  so it makes little difference.

Bumped Godot.NET.Sdk to 4.0.0-dev3 in order to enable the
recent changes regarding '.mono/' -> '.godot/mono/'.
2020-10-23 10:54:49 +02:00
Ignacio Etcheverry
f06f91281c C#: Re-work solution build output panel
- Removed item list that displayed multiple build
  configurations launched. Now we only display
  the last build that was launched.
- Display build output next to the issues list.
  Its visibility can be toggled off/on.
  This build output is obtained from the MSBuild
  process rather than the MSBuild logger. As such
  it displays some MSBuild fatal errors that
  previously couldn't be displayed.
- Added a context menu to the issues list with
  the option to copy the issue text.
- Replaced the 'Build Project' button in the panel
  with a popup menu with the options:
  - Build Solution
  - Rebuild Solution
  - Clean Solution
- The bottom panel button was renamed from 'Mono'
  to 'MSBuild' and now display an error/warning icon
  if the last build had issues.
2020-10-23 07:49:39 +02:00
reduz
ee06a70ea6 Refactor MethodBind to use variadic templates
Removed make_binders and the old style generated binders.
2020-10-18 12:28:44 +02:00
Aaron Franke
029de52001
Add GetStringFromUTF8 and GetStringFromASCII 2020-10-17 04:17:29 -04:00
opl-
e4d20ae373 Fix code duplication in CSharpScript
Removes code duplication between `CSharpScript::reload()` and `CSharpScript::initialize_for_managed_type()`.

Removes a redundant `CSharpScript::update_exports()` call in `CSharpLanguage::reload_assemblies()` as `CSharpScript::reload()` already calls it when appropriate.

Fixes missing update of RPC information in `CSharpScript::initialize_for_managed_type()`.
2020-10-13 06:46:34 +02:00
Rémi Verschelde
1af3cf15c2
Mono: Fix typo in Godot.NET.Sdk.nuspec
Fixes #42666.
2020-10-09 13:37:07 +02:00
Lorenz Junglas
7e2b495435 Adressed Review
Identifier "macOS" => "MacOS"
Platform/SDK name reverted to "osx"
2020-10-08 13:51:19 +02:00
Lorenz Junglas
519f369795 C# GodotTools: Replace platform Identifier "OSX" with "macOS"
Because `Strings OS_OSX::get_name() const` now returns "macOS" (15a9f94346)
The C# GodotTools were still using "OSX" as identifier a few things were borken (e.g. dotnet/msbuild detection).
2020-10-08 13:51:19 +02:00
Aaron Franke
bea7d61fd9
Improve the Vector2 rotated code in C# 2020-10-06 15:57:47 -04:00
Sergey Minakov
3cd1cb53a0 iOS: Refactoring
Enabled ARC for iOS.
Weakify/Strongify macros for objc blocks.
Removed old version checks.
Specific types for ObjC++ modules to exclude unneeded bridging.
Separate DeviceMetrics class for device specific data.
Replaced old/deprecated functionality.
2020-10-02 15:04:51 +03:00
Eduardo Rodrigues
aca0cede67 Fix error message when exporting a write-only property without a setter 2020-09-29 15:48:56 -03:00
Rémi Verschelde
bd12dc33d9
Merge pull request #38704 from aaronfranke/mono-dotgodot
Rename the ".mono" folder to ".godot/mono"
2020-09-28 14:35:18 +02:00
Rémi Verschelde
41c735fe50
Style: Fix black formatting after #42332
Somehow it did not run CI checks so we missed that one.

Also pin `black` version to latest upstream release.
2020-09-25 15:49:37 +02:00
Hugo Locurcio
cfd564b385
Enable the copy_mono_root SCons option by default
This closes #41652.
2020-09-25 11:08:01 +02:00
Rémi Verschelde
a6bb4f70e0
Merge pull request #42293 from ricardoalcantara/fix_basis_csharp
Basis RotationQuat should be public.
2020-09-24 08:16:24 +02:00
Ricardo Alcantara
a676b8ea66 Basis RotationQuat should be public. 2020-09-24 00:59:54 -03:00
Aaron Franke
42e70a77ef
Rename the ".mono" folder to ".godot/mono" 2020-09-23 15:42:29 -04:00
Zae
b5eea5cfd4 Fix C# string.IsAbsPath() 2020-09-23 13:53:35 +08:00
Rémi Verschelde
3e78963bb9
Fix typos with codespell
Using codespell 1.17.1.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2020-09-18 13:44:25 +02:00
Raul Santos
d425cf6fed
Fix ExprMatch stackoverflow 2020-09-16 15:44:52 +02:00
Tom Daffin
c15fb42d45 Add mono log message to error for fatal errors 2020-09-13 19:53:06 -06:00
Rémi Verschelde
4331bea18c
Merge pull request #42000 from aaronfranke/cs-arr-concat
Add concatenation support and a new constructor to Godot.Collections.Array
2020-09-13 08:12:48 +02:00
Ignacio Etcheverry
1db0395950 C#: Fix csproj not synced on file move/removal from FS dock
When NormalizePath was called with an absolute
path (with drive letter) on Windows, it would
prepend a file path separator to the path, e.g.:
'\C:\Program Files\'.
Apparently this was still accepted as a valid
path by DotNetGlob and it stopped working when
we switched to MSBuildGlob.
2020-09-13 03:46:27 +02:00
Aaron Franke
a4dcd48d16
Add concatenation support and a new ctor to Godot.Collections.Array 2020-09-12 18:15:24 -04:00
Marcel Admiraal
3070d0b735 Remove unused Python local variables. 2020-09-11 11:39:15 +01:00
Marcel Admiraal
e3d698dae9 Remove unused Python imports. 2020-09-10 11:38:52 +01:00
Aaron Franke
d0a1399a1b
Change inequality comparison operators to use exact equality 2020-09-08 18:10:58 -04:00
Rémi Verschelde
bd34d38bf8
Merge pull request #41888 from neikeq/sln-bom
C#: Use BOM when creating a solution
2020-09-08 20:22:30 +02:00
Ignacio Etcheverry
1c74fa4242 C#: Use BOM when creating a solution
At least on Windows there seems to be issues if
the solution has no BOM and contains a project
with cyrillic chars.
2020-09-08 20:06:07 +02:00