Commit graph

2288 commits

Author SHA1 Message Date
Ignacio Roldán Etcheverry
d78e0a8426 C#: Make GodotSharp API a NuGet package
In the past, the Godot editor distributed the API assemblies and
copied them to project directories for projects to reference them.
This changed with the move to .NET 5/6. Godot no longer copies the
assemblies to project directories. However, the project Sdk still
tried to reference them from the same location.
From now on, the GodotSharp API is distributed as a NuGet package,
which the Sdk can reference.

Added an option to `build_assemblies.py` to copy all Godot NuGet
packages to an existing local NuGet source. This will be needed
during development, while packages are not published to a remote
NuGet repository.
This option also makes sure to remove packages of the same version
installed (~/.nuget/packages). Very useful during development, when
packages change, to make sure the package being used by a project is
the same we just built and not one from a previous build.

A local NuGet source can be created like this:

```
mkdir ~/MyLocalNuGetSource && \
dotnet nuget add source ~/MyLocalNuGetSource/ -n MyLocalNuGetSource
```
2022-08-22 03:36:51 +02:00
Ignacio Roldán Etcheverry
4b90d16250 C#: Initial NativeAOT support
This commit adds initial support for games exported as NativeAOT shared
libraries.

At this moment, the NativeAOT runtime is experimental. Additionally,
Godot is not trim-safe as it still makes some use of reflection.
For the time being, a rd.xml file is needed to prevent code triming:

```
<Directives xmlns="http://schemas.microsoft.com/netfx/2013/01/metadata">
  <Application>
    <Assembly Name="GodotSharp" Dynamic="Required All" />
    <Assembly Name="GAME_ASSEMBLY" Dynamic="Required All" />
  </Application>
</Directives>
```

These are the csproj changes for publishing:

```
  <PropertyGroup>
    <NativeLib>Shared</NativeLib>
  </PropertyGroup>
  <ItemGroup>
    <RdXmlFile Include="rd.xml" />
    <PackageReference Include="Microsoft.DotNet.ILCompiler" Version="7.0.0-*" />
  </ItemGroup>
```

More info:
- https://github.com/dotnet/runtimelab/blob/feature/NativeAOT/docs/using-nativeaot/compiling.md
- https://github.com/dotnet/runtimelab/tree/feature/NativeAOT/samples/NativeLibrary
- https://github.com/dotnet/runtimelab/blob/feature/NativeAOT/docs/using-nativeaot/rd-xml-format.md
2022-08-22 03:36:51 +02:00
Ignacio Roldán Etcheverry
18f805b3aa C#: Upgrade to .NET 6 (5.0 -> 6.0) 2022-08-22 03:36:51 +02:00
Ignacio Roldán Etcheverry
e22dd3bc6a C#: Static marshaling for bindings and source generators
Previously, we added source generators for invoking/accessing methods,
properties and fields in scripts. This freed us from the overhead of
reflection. However, the generated code still used our dynamic
marshaling functions, which do runtime type checking and box value
types.

This commit changes the bindings and source generators to include
'static' marshaling. Based on the types known at compile time, now
we generate the appropriate marshaling call for each type.
2022-08-22 03:36:51 +02:00
Ignacio Roldán Etcheverry
778007a358 C#: Re-introduce exception logging and error stack traces in editor
These two had been disabled while moving to .NET 5, as the previous
implementation relied on Mono embedding APIs.
2022-08-22 03:36:51 +02:00
Ignacio Roldán Etcheverry
67db89988d C#: Ensure we only create one CSharpScript per type
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.
2022-08-22 03:36:51 +02:00
Ignacio Roldán Etcheverry
92503ae8db C#: Add source generator for properties and exports default values
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.
2022-08-22 03:36:51 +02:00
Ignacio Roldán Etcheverry
88e367a406 C#/netcore: Add base desktop game export implementation
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.
2022-08-22 03:36:51 +02:00
Ignacio Roldán Etcheverry
f88d8902cf C#: Ensure native handles are freed after switch to .NET Core
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.
2022-08-22 03:36:51 +02:00
Ignacio Roldán Etcheverry
4d710bf659 C#: Add initial implementation of source generator for script members
This replaces the way we invoke methods and set/get properties.
This first iteration rids us of runtime type checking in those
cases, as it's now done at compile time.
Later it will also stop needing the use of reflection. After that,
we will only depend on reflection for generic Godot Array and
Dictionary. We're stuck with reflection in generic collections
for now as C# doesn't support generic/template specialization.

This is only the initial implementation. Further iterations are
coming, specially once we switch to the native extension system
which completely changes the way members are accessed/invoked.
For example, with the native extension system we will likely need
to create `UnmanagedCallersOnly` invoke wrapper methods and return
function pointers to the engine.

Other kind of members, like event signals will be receiving the
same treatment in the future.
2022-08-22 03:36:51 +02:00
Ignacio Roldán Etcheverry
e5e7a795b1 C#: Code cleanup and greatly reduce use of C# pointers 2022-08-22 03:36:51 +02:00
Ignacio Roldán Etcheverry
f16c8e3759 Fix detection of .NET Sdk from snap and allow higher versions 2022-08-22 03:36:51 +02:00
Ignacio Roldán Etcheverry
315636e77c C#: Fallback to dotnet --info to determine .NET RID
Some Linux distros use their distro name as the RID for directory names.
If the .NET Host directory cannot be found with the generic RID,
try to get the rid from `dotnet --info`.

The generic RID should still be the first choice. Some platforms like
Windows 10 define the RID as `win10-x64` but still use the generic
`win-x64` for directory names.

Co-authored-by: Lewis James <lewiji+github@gmail.com>
2022-08-22 03:36:51 +02:00
Ignacio Roldán Etcheverry
f9a67ee9da C#: Begin move to .NET Core
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.
2022-08-22 03:35:59 +02:00
Ignacio Roldán Etcheverry
513ee857a9 C#: Restructure code prior move to .NET Core
The main focus here was to remove the majority of code that relied on
Mono's embedding APIs, specially the reflection APIs. The embedding
APIs we still use are the bare minimum we need for things to work.
A lot of code was moved to C#. We no longer deal with any managed
objects (`MonoObject*`, and such) in native code, and all marshaling
is done in C#.

The reason for restructuring the code and move away from embedding APIs
is that once we move to .NET Core, we will be limited by the much more
minimal .NET hosting.

PERFORMANCE REGRESSIONS
-----------------------

Some parts of the code were written with little to no concern about
performance. This includes code that calls into script methods and
accesses script fields, properties and events.
The reason for this is that all of that will be moved to source
generators, so any work prior to that would be a waste of time.

DISABLED FEATURES
-----------------

Some code was removed as it no longer makes sense (or won't make sense
in the future).
Other parts were commented out with `#if 0`s and TODO warnings because
it doesn't make much sense to work on them yet as those parts will
change heavily when we switch to .NET Core but also when we start
introducing source generators.
As such, the following features were disabled temporarily:
- Assembly-reloading (will be done with ALCs in .NET Core).
- Properties/fields exports and script method listing (will be
  handled by source generators in the future).
- Exception logging in the editor and stack info for errors.
- Exporting games.
- Building of C# projects. We no longer copy the Godot API assemblies
  to the project directory, so MSBuild won't be able to find them. The
  idea is to turn them into NuGet packages in the future, which could
  also be obtained from local NuGet sources during development.
2022-08-22 03:35:59 +02:00
Ignacio Roldán Etcheverry
5e37d073bb C#: Re-write GD and some other icalls as P/Invoke 2022-08-22 03:35:59 +02:00
Ignacio Roldán Etcheverry
9a51430441 C#: Re-write Array, Dictionary, NodePath, String icalls as P/Invoke 2022-08-22 03:35:59 +02:00
Ignacio Roldán Etcheverry
c4ccabd3fb C#: Remove DynamicGodotObject/Object.DynamicObject
We are moving in the direction of no dynamic code generation,
so this is no longer desired.

The feature can still be easily implemented by any project that
still want it.
2022-08-22 03:35:59 +02:00
Ignacio Roldán Etcheverry
124fbf95f8 C#: Move marshaling logic and generated glue to C#
We will be progressively moving most code to C#.
The plan is to only use Mono's embedding APIs to set things at launch.
This will make it much easier to later support CoreCLR too which
doesn't have rich embedding APIs.

Additionally the code in C# is more maintainable and makes it easier
to implement new features, e.g.: runtime codegen which we could use to
avoid using reflection for marshaling everytime a field, property or
method is accessed.

SOME NOTES ON INTEROP

We make the same assumptions as GDNative about the size of the Godot
structures we use. We take it a bit further by also assuming the layout
of fields in some cases, which is riskier but let's us squeeze out some
performance by avoiding unnecessary managed to native calls.

Code that deals with native structs is less safe than before as there's
no RAII and copy constructors in C#. It's like using the GDNative C API
directly. One has to take special care to free values they own.
Perhaps we could use roslyn analyzers to check this, but I don't know
any that uses attributes to determine what's owned or borrowed.

As to why we maily use pointers for native structs instead of ref/out:
- AFAIK (and confirmed with a benchmark) ref/out are pinned
  during P/Invoke calls and that has a cost.
- Native struct fields can't be ref/out in the first place.
- A `using` local can't be passed as ref/out, only `in`. Calling a
  method or property on an `in` value makes a silent copy, so we want
  to avoid `in`.

REGARDING THE BUILD SYSTEM

There's no longer a `mono_glue=yes/no` SCons options. We no longer
need to build with `mono_glue=no`, generate the glue and then build
again with `mono_glue=yes`. We build only once and generate the glue
(which is in C# now).
However, SCons no longer builds the C# projects for us. Instead one
must run `build_assemblies.py`, e.g.:
```sh
%godot_src_root%/modules/mono/build_scripts/build_assemblies.py \
        --godot-output-dir=%godot_src_root%/bin \
        --godot-target=release_debug`
```
We could turn this into a custom build target, but I don't know how
to do that with SCons (it's possible with Meson).

OTHER NOTES

Most of the moved code doesn't follow the C# naming convention and
still has the word Mono in the names despite no longer dealing with
Mono's embedding APIs. This is just temporary while transitioning,
to make it easier to understand what was moved where.
2022-08-22 03:35:59 +02:00
Yuri Sizov
980f5f32f4 Make property_*_revert methods multilevel and expose them for scripting 2022-08-18 00:03:53 +03:00
antonWetzel
40a1d6d100 vector4 distance_squared_to and update csharp 2022-08-09 01:59:17 +02:00
Yuri Sizov
c5d7115038 Rename the argument tag to param in XML documentation 2022-08-08 22:34:31 +03:00
Raul Santos
34c3966510
Avoid paths with invalid characters in IsRider 2022-08-08 02:00:17 +02:00
Raul Santos
83ffe70f1f
Various fixes to C# documentation 2022-08-07 19:18:04 +02:00
Rémi Verschelde
77d3ac700d
Merge pull request #63712 from object71/fix-export-issues 2022-08-06 14:27:17 +02:00
Rémi Verschelde
bd833f8e06
Merge pull request #63871 from bruvzg/ts_build_options
Add Text Server related options to the build profiles editor.
2022-08-06 00:23:41 +02:00
Hugo Locurcio
db22b7ded0
Rename shader parameter uniform setter/getter methods for consistency
`shader_uniform` is now consistenly used across both per-shader
and per-instance shader uniform methods. This makes methods easier
to find in the class reference when looking for them.
2022-08-04 23:17:06 +02:00
Hristo Stamenov
0e1f7e9f89 Removed faulty function update after get_property_list.
The function tried to rearrange properties but that lead to problems with duplication or deleted properties. Implemented the logic that that function did inside the get_property_list both for tool scripts and non-tool scripts.
2022-08-03 21:45:16 +03:00
Aaron Franke
19a4d75b44
Replace Vector3.ToDiagonalMatrix with Basis.FromScale in C# 2022-08-03 10:24:22 -05:00
bruvzg
066ca97690
Add Text Server related options to the build profiles editor.
Adds SCons options to disable Brotli and Graphite.
Adds option categories to the build profiles editor.
Adds options default state to the build profiles editor.
Adds Text Server related options to the build profiles editor.
Fix misplaced OpenGL/Vulkan SCons options.
2022-08-03 15:06:43 +03:00
Fabian Keller
f242f9c738 Fix consistency of translated/scaled/rotated in Transform2D and Transform3D 2022-08-02 23:38:14 +02:00
Raul Santos
a4ad1dfa51
C#: Remove unused Transform2D.ScaleBasis method 2022-08-01 20:56:29 +02:00
Raul Santos
d0e586fc7e
Rename math 'phi' arguments to 'angle' in C# 2022-08-01 02:42:20 +02:00
Rémi Verschelde
14828c331c Mono: Fix build after #63737 2022-08-01 00:40:18 +02:00
antonWetzel
87ebfff46d create vector4, vector4i and projection for csharp 2022-07-31 19:42:34 +02:00
Rémi Verschelde
556cc22dd0
Merge pull request #63656 from raulsntos/fix-signal-bind-csharp 2022-07-31 13:29:31 +02:00
Rémi Verschelde
bd58300718
Merge pull request #63661 from raulsntos/fix-editor-paths-include
Add `editor_paths.h` include missing in mono module
2022-07-31 09:57:37 +02:00
Aaron Franke
ab4b5af286
Fix TranslatedLocal method in C# affecting the original transform 2022-07-30 11:54:35 -05:00
Raul Santos
cef3ca4024
Add editor_paths.h include missing in mono module 2022-07-30 02:00:56 +02:00
Raul Santos
ca47471dfa
Fix Callable calls in mono module
The `Callable::call` and `Callable::call_deferred` methods have been
renamed to `Callable::callp` and `Callable::call_deferredp`.
2022-07-29 21:56:02 +02:00
kobewi
c3606cb5f3 Swap arguments of ResourceSaver.save() 2022-07-29 19:53:09 +02:00
Aaron Franke
ac870ab1c8
Move editor paths into the EditorPaths class 2022-07-29 11:07:30 -05:00
Rémi Verschelde
14d021287b
Merge pull request #63049 from Faless/mp/4.x_as_module 2022-07-28 20:46:31 +02:00
Rémi Verschelde
199ea349f5
Merge pull request #57698 from bluenote10/feature/rename_translated_to_translated_local 2022-07-28 10:03:07 +02:00
Fabio Alessandrelli
ca7d572908 [Net] Modularize multiplayer, expose MultiplayerAPI to extensions.
- RPC configurations are now dictionaries.
- Script.get_rpc_methods renamed to Script.get_rpc_config.
- Node.rpc[_id] and Callable.rpc now return an Error.
- Refactor MultiplayerAPI to allow extension.
- New MultiplayerAPI.rpc method with Array argument (for scripts).
- Move the default MultiplayerAPI implementation to a module.
2022-07-26 09:31:12 +02:00
Rémi Verschelde
90019676b0 Code quality: Fix header guards consistency
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 11:17:40 +02:00
reduz
455c06ecd4 Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.

* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.

These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.

**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-23 14:00:01 +02:00
Aaron Franke
b00bb577e7
Rename directory for export templates from templates to export_templates 2022-07-22 12:35:43 -05:00
Yuri Rubinsky
ccc56cc6d4 Rename epsilon to tolerance in the Plane::has_point method 2022-07-21 20:15:15 +03:00
bruvzg
8823eae328
Rename OSX to macOS and iPhoneOS to iOS. 2022-07-21 09:37:52 +03:00
Fabian Keller
2bf9e6090c rename translate(d) to translate(d)_local in Transform 2D/3D 2022-07-16 11:47:54 +02:00
Lerg
52adbb763e Fix documentation for C# Vector2/3i classes.
The / operator was wrongly documented as a multiplication.
2022-07-13 22:49:22 +02:00
Rémi Verschelde
31974aaae2
Merge pull request #62805 from raulsntos/csharp-rpc 2022-07-07 17:21:51 +02:00
Rémi Verschelde
3768236ad2
Merge pull request #62789 from raulsntos/csharp-export-nodes 2022-07-07 17:21:10 +02:00
Rémi Verschelde
421e93b590
Merge pull request #62782 from raulsntos/csharp-bitfield-enums 2022-07-07 14:59:21 +02:00
Rémi Verschelde
72b3e81bdf
Merge pull request #62801 from raulsntos/ensure-nuget-path-exists 2022-07-07 12:23:35 +02:00
bruvzg
0c5431644d
Allows parsing of invalid UTF-16 surrogates (can be encountered in Windows filenames) and some non-standard UTF-8 variants, makes Unicode parse errors more verbose. 2022-07-07 11:07:18 +03:00
Rémi Verschelde
28a3dee276
Merge pull request #62791 from raulsntos/csharp-bezier-interpolation
C#: Add `BezierInterpolate` method
2022-07-07 09:40:36 +02:00
Raul Santos
8131358b71
C#: New RPCAttribute
Replace old RPC attributes with a new single `RPCAttribute` which works
like the GDScript `@rpc` annotation.
2022-07-07 04:10:38 +02:00
Raul Santos
1637d0c699
Ensure NuGet.config directory exists 2022-07-07 01:53:32 +02:00
Raul Santos
71f99c6d40
C#: Add BezierInterpolate method
Adds a `BezierInterpolate` method for floats in `Mathf` and for vectors
in `Vector2` and `Vector3`.
2022-07-06 21:59:42 +02:00
Raul Santos
68477e9b1b
C#: Enable exporting nodes to the inspector 2022-07-06 21:49:53 +02:00
Raul Santos
f9c43c5489
Add C# support for bitfield enums (flags) 2022-07-06 17:49:37 +02:00
Rémi Verschelde
635d447a69
Merge pull request #62713 from YuriSizov/docs-scripting-annotations 2022-07-06 15:31:19 +02:00
reduz
5ac42cf576 Implement a BitField hint
Allows to specify the binder that an enum must be treated as a bitfield.
2022-07-05 22:13:37 +02:00
Yuri Sizov
a9098e6147 Add support for documenting built-in annotations 2022-07-04 20:21:39 +03:00
Silc Renew
dc43cfc830 implement bone renamer in importer 2022-07-01 03:55:28 +09:00
Voylin
c6291bcd8a Adding print_rich for printing with BBCode 2022-06-29 00:41:29 +09:00
Rémi Verschelde
fec3a48e53
Merge pull request #59918 from piiertho/enhancement/rename-controll-minimum_size-to-custom_minimum_size 2022-06-24 14:54:53 +02:00
Pierre-Thomas Meisels
5ad1a1b5e7 enhancement: rename exposed property Control::minimum_size to Control::custom_minimum_size 2022-06-23 18:06:10 +02:00
Rémi Verschelde
870c02143b Mono: Update Newtonsoft.Json to 13.0.1
See https://github.com/advisories/GHSA-5crp-9r3c-p9vr
2022-06-23 16:24:16 +02:00
reduz
141c375581 Clean up Hash Functions
Clean up and do fixes to hash functions and newly introduced murmur3 hashes in #61934
* Clean up usage of murmur3
* Fixed usages of binary murmur3 on floats (this is invalid)
* Changed DJB2 to use xor (which seems to be better)
2022-06-20 12:54:19 +02:00
Rémi Verschelde
dd93ae63fa
Merge pull request #61991 from bruvzg/property_shortcut
Make enum/constant binds 64-bit.
2022-06-17 21:05:51 +02:00
Rémi Verschelde
c8e17b5a30
Merge pull request #62069 from iamjsk10/master
Typo: Changed "forech" into "foreach" in string_utils.cpp
2022-06-17 18:36:08 +02:00
bruvzg
860e24683f
Make enum/constant binds 64-bit. 2022-06-17 16:36:26 +03:00
iamjsk10
d3a839f4b1 Mono: Fix typo to foreach C# keyword 2022-06-17 13:03:32 +02:00
Raul Santos
525b5e0e16
Fix EditorScenePostImport templates for C# 2022-06-16 19:29:59 +02:00
Paul Joannon
ee95a1cb28
Fix Lerp documentation and implement RangeLerp 2022-06-16 13:56:32 +02:00
Rémi Verschelde
d82c227e2b
Merge pull request #61486 from jtnicholl/import_script_templates
Add script templates for EditorScenePostImport
2022-06-15 21:07:42 +02:00
Jonathan Nicholl
912d8e23ca Add script templates for EditorScenePostImport 2022-06-15 12:41:37 -04:00
Joshua Quinones
003ad31ed5
Added documentation comments to the .NET library
Comments have been added for the following:
modules/mono/glue/GodotSharp/GodotSharp/Core/GodotTaskScheduler.cs
modules/mono/glue/GodotSharp/GodotSharp/Core/GodotSynchronizationContext.cs
modules/mono/glue/GodotSharp/GodotSharp/Core/Attributes/AssemblyHasScriptsAttribute.cs
modules/mono/glue/GodotSharp/GodotSharp/Core/Attributes/DisableGodotGeneratorsAttribute.cs
modules/mono/glue/GodotSharp/GodotSharp/Core/Attributes/ExportAttribute.cs
modules/mono/glue/GodotSharp/GodotSharp/Core/Attributes/GodotMethodAttribute.cs
modules/mono/glue/GodotSharp/GodotSharp/Core/Attributes/ScriptPathAttribute.cs
2022-06-11 21:37:40 -05:00
Rémi Verschelde
c0bf18e923
Merge pull request #57824 from raulsntos/csharp-typed-arrays 2022-06-03 17:32:41 +02:00
Raul Santos
329818f20b
Support explicit values in flag properties, add C# flags support
- Add support for explicit values in properties using `PROPERTY_HINT_FLAGS`
that works the same way it does for enums.
- Fix enums and flags in VisualScriptEditor (it wasn't considering the
explicit value).
- Use `PROPERTY_HINT_FLAGS` for C# enums with the FlagsAttribute instead
of `PROPERTY_HINT_ENUM`.
2022-06-03 05:19:01 +02:00
Raul Santos
8dec74f22f
Generate typed array parameters in C# bindings
Adds support for generating C# bindings that use the generic `Array<T>`
type instead of the non-generic `Array` type when the registered ClassDB
method specifies the array element type.
2022-06-03 05:17:53 +02:00
reduz
45af29da80 Add a new HashSet template
* Intended to replace RBSet in most cases.
* Optimized for iteration speed
2022-05-20 22:40:38 +02:00
reduz
746dddc067 Replace most uses of Map by HashMap
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
  (order matters) but use is discouraged.

There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
2022-05-16 10:37:48 +02:00
Rémi Verschelde
947a1fa090
Merge pull request #60956 from macjuul/hide-mono-cmd-prompt
Prevent blank command prompts from spawning when building a mono project
2022-05-12 21:23:00 +02:00
Julian Mills
d606a8eded Fix blank command prompts spawning
prevent certain mono actions from displaying empty command prompts.
2022-05-12 13:49:37 +02:00
reduz
8b7c7f5a75 Add a new HashMap implementation
Adds a new, cleaned up, HashMap implementation.

* Uses Robin Hood Hashing (https://en.wikipedia.org/wiki/Hash_table#Robin_Hood_hashing).
* Keeps elements in a double linked list for simpler, ordered, iteration.
* Allows keeping iterators for later use in removal (Unlike Map<>, it does not do much
  for performance vs keeping the key, but helps replace old code).
* Uses a more modern C++ iterator API, deprecates the old one.
* Supports custom allocator (in case there is a wish to use a paged one).

This class aims to unify all the associative template usage and replace it by this one:
* Map<> (whereas key order does not matter, which is 99% of cases)
* HashMap<>
* OrderedHashMap<>
* OAHashMap<>
2022-05-12 11:21:29 +02:00
bruvzg
ffe61e0895
[macOS / iOS] Fix text-to-speech build with older macOS / iOS SDK.
Add __has_include check for AVFAudio include.
Add some explicit casts to avoid conflicts.
Change all `include`s to `import`s for consistency.
2022-05-10 21:11:34 +03:00
Vitika9
aef3b5681d Changed signals of ItemList 2022-05-06 13:09:04 +05:30
Rémi Verschelde
e7a58a7eb6 Core: Rename math 'phi' arguments to 'angle' 2022-05-05 14:17:39 +02:00
Rémi Verschelde
84f64ddde9
Merge pull request #60723 from reduz/refactor-module-initialization 2022-05-04 19:08:43 +02:00
reduz
de0ca3b999 Refactor module initialization
* Changed to use the same stages as extensions.
* Makes the initialization more coherent, helping solve problems due to lack of stages.
* Makes it easier to port between module and extension.
* removed the DRIVER initialization level (no longer needed).
2022-05-04 17:34:51 +02:00
Rémi Verschelde
931838b330
Merge pull request #60627 from aaronfranke/rename-elements
Rename Transform2D and Basis `elements` to `columns` and `rows` respectively
2022-05-03 14:40:01 +02:00
Hugo Locurcio
180e5d3028
Remove RES and REF typedefs in favor of spelled out Ref<>
These typedefs don't save much typing compared to the full `Ref<Resource>`
and `Ref<RefCounted>`, yet they sometimes introduce confusion among
new contributors.
2022-05-03 01:43:50 +02:00
Aaron Franke
1bf94dff3a
Rename Basis "elements" to "rows" 2022-04-29 08:02:56 -05:00
Aaron Franke
b831fb0a54
Rename Transform2D "elements" to "columns" 2022-04-29 08:02:39 -05:00
bruvzg
4bf99f4af2 Narrow FileAccess scope to prevent deadlocks. 2022-04-12 10:54:39 +03:00
bruvzg
9381acb6a4
Make FileAccess and DirAccess classes reference counted. 2022-04-11 13:28:51 +03:00
Rémi Verschelde
f8ab79e68a Zero initialize all pointer class and struct members
This prevents the pitfall of UB when checking if they have been
assigned something valid by comparing to nullptr.
2022-04-04 19:49:50 +02:00
Rémi Verschelde
a647fb3e62 Fix typos with codespell
Using codespell 2.2-dev from current git.

Fix a couple incorrect uses of gendered pronouns.
2022-03-31 14:07:29 +02:00
Rémi Verschelde
7119d355eb String: Remove TTR and DTR defines in non-tools build
This ensures we don't use TTR in runtime code, as it's specifically meant
to source translations for the editor.
2022-03-28 20:26:35 +02:00
Rémi Verschelde
c9b75431f3 Refactor GDScript/C# script templates logic to be editor-only
Not a full refactor as it still goes through ScriptLanguage so it's hacky,
but at least it can now compile without this.
2022-03-28 16:21:00 +02:00
Rémi Verschelde
143d13717b
Merge pull request #59553 from reduz/script-extension-support 2022-03-28 13:35:21 +02:00
Michael Alexsander
42df9ed059 Make script templates follow the GDScript style guide 2022-03-28 01:32:12 -03:00
reduz
360dea5348 Add GDExtension support to Script
* Ability to create script languages from GDExtension
* Some additions to gdnative_extension.h to make this happen
* Moved the GDExtension binder to core

This now allows creating scripting languages from GDExtension, with the same ease as if it was a module. It replaces the old PluginScript from Godot 3.x.
Warning: GodotCPP will need to be updated to support this (it may be a bit of work as ScriptInstance needs to be created over there again).
2022-03-27 16:13:00 +02:00
Raul Santos
83e0e13f4a
Support static methods in C# bindings generator 2022-03-22 19:36:57 +01:00
Raul Santos
4bbfd20aa9
Ignore PhysicsServer3DExtension class in C#
PhysicsServer3DExtension inherits from PhysicsServer3D which is a
singleton class, since singleton classes are generated as static in C#
it would generate invalid C# so for now we'll be
ignoring PhysicsServer3DExtension.
2022-03-18 17:28:48 +01:00
bruvzg
98d0af7d5c
Implement GDExtension export plugin. 2022-03-16 11:16:19 +02:00
Aaron Franke
89c4990274
Fix Slerp C# docs and add test cases for vectors in the same direction 2022-03-12 13:20:55 -06:00
Rémi Verschelde
768f9422bc Convert uses of DirAccess * to DirAccessRef to prevent memleaks
`DirAccess *` needs to be deleted manually, and this is often forgotten
especially when doing early returns with `ERR_FAIL_COND`.
`DirAccessRef` is deleted automatically when it goes out of scope.

Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
2022-03-11 09:13:11 +01:00
reduz
21637dfc25 Remove VARIANT_ARG* macros
* Very old macros from the time Godot was created.
* Limited arguments to 5 (then later changed to 8) in many places.
* They were replaced by C++11 Variadic Templates.
* Renamed methods that take argument pointers to have a "p" suffix. This was used in some places and not in others, so made it standard.
* Also added a dereference check for Variant*. Helped catch a couple of bugs.
2022-03-09 18:39:13 +01:00
Haoyu Qiu
851ed8886c Fix Autoload capitalization inconsistency 2022-03-09 15:03:03 +08:00
Marcel Admiraal
507f72db8e Rename Control's Rect properties to exclude rect_ part 2022-03-08 16:30:35 +00:00
Rémi Verschelde
53cf5eff9a
Merge pull request #58847 from KoBeWi/editor_settings_mess 2022-03-07 08:38:15 +01:00
kobewi
2057ea2883 Remove duplicate editor settings definitions 2022-03-06 22:05:49 +01:00
Berke Kocaoğlu
20d72e462b
Implement Deconstruct methods for C# vectors
See https://docs.microsoft.com/en-us/dotnet/csharp/fundamentals/functional/deconstruct#user-defined-types
2022-03-06 11:16:30 +03:00
Raul Santos
eaddb79ec6
Refactor bbcode_to_xml into multiple specific methods
The specific `_append_xml_*` methods implement the logic that generates
the proper XML documentation for the given BBCode tag and target and
appends it to the output.
2022-03-03 23:35:10 +01:00
Raul Santos
84615b4b53
Find inherited members in C# documentation generator 2022-03-03 19:53:06 +01:00
Raul Santos
42989befd6
Add theme_item support to C# documentation generator 2022-03-03 18:54:49 +01:00
Raul Santos
e601c9eb8f
Fix checking for @GlobalScope in C# documentation generator 2022-03-03 18:54:41 +01:00
Raul Santos
424817039a
Check for missing methods/members in C# documentation generator
- Outputs errors for missing members or methods when generating the C#
documentation.
- Hardcodes a special case for the `_init` method, in C# we'll reference
the constructor.
- Ignores properties with slashes (since they are not declared in C# and
can't be referenced in the documentation).
2022-03-03 18:53:15 +01:00
Raul Santos
47a7d85cc4
Fix references to global constants in C# documentation generator
Tries to find the referenced constants in the GlobalScope
if not found in the target class or if no class is specified.
2022-03-03 18:53:15 +01:00
Chris Bradfield
849d34ba8e Rename motion_velocity to velocity 2022-02-22 23:31:33 -08:00
Rémi Verschelde
b8b4580448
Style: Cleanup single-line blocks, semicolons, dead code
Remove currently unused implementation of TextureBasisU, could be re-added
later on if needed and ported.
2022-02-16 14:06:29 +01:00
Rémi Verschelde
11572c6e30
Editor: Cleanup some includes dependencies
Removes some unnecessary includes from `editor_node.h`, and instead add
those where they're used.

Removes unnecessary `editor_node.h` includes in various editor classes.

Renames `dynamicfont` to `dynamic_font` in a couple files.

Misc cleanup while jumping through that rabbit hole.
2022-02-15 14:54:15 +01:00
Hugo Locurcio
b68dd2e189
Add an XML schema for documentation
This makes it easier to spot syntax errors when editing the
class reference. The schema is referenced locally so validation
can still work offline.

Each class XML's schema conformance is also checked on GitHub Actions.
2022-02-15 00:03:31 +01:00
Rémi Verschelde
7224389468
Merge pull request #57954 from TokageItLab/refactor-cubic-interpolate
Implement `cubic_interpolate()` as MathFunc for refactoring
2022-02-13 10:34:13 +01:00
Hendrik Brucker
77fb65debf Use EditorFileDialog instead of FileDialog in the project manager 2022-02-12 12:06:51 +01:00
Silc 'Tokage' Renew
865da09871 Implement cubic_interpolate() as MathFunc for refactoring 2022-02-12 18:11:17 +09:00
Hendrik Brucker
b396fd4eef Improve compilation speed (forward declarations/includes cleanup) 2022-02-12 02:46:22 +01:00
Raul Santos
f380a8e0ec Support signals in C# documentation 2022-02-10 16:02:31 +01:00
Rémi Verschelde
ba1024f42d
Merge pull request #57822 from Calinou/ios-remove-armv7 2022-02-08 23:25:16 +01:00
Ignacio Roldán Etcheverry
f05f2dd80f
Merge pull request #57076 from IgorKordiukiewicz/fix-mono-string-capitalize
String.Capitalize() in C# now matches the behaviour of String::capitalize() in C++
2022-02-08 22:16:54 +01:00
Hugo Locurcio
74fc4410f4
Remove support for ARMv7 (32-bit) on iOS
All iOS devices since the iPhone 5S support ARMv8 (64-bit).

The last iOS version supported on ARMv7 devices is 10.x, which is
too old to run Godot 4.0 projects since the minimum supported
iOS version is 11.0.
2022-02-08 22:11:29 +01:00
Andrew Jacob
8675ff0a74 Allow C# Vector2/3 slerp values to have any length 2022-02-07 22:58:43 -07:00
Rémi Verschelde
6a56314eab
Merge pull request #57748 from fabriceci/rename-script-template-variable 2022-02-07 13:22:23 +01:00
fabriceci
e81ccaf270 rename jump force to jump velocity 2022-02-07 11:46:30 +01:00
Yuri Roubinsky
a6e280c5de Add some more fixes to visual shader 2022-02-07 11:28:42 +03:00
Raul Santos
303f0c8626 Attach mono thread before getting nativeName field
In order to access the `nativeName` constant field from a C# class, the
mono scope thread must be attached or the mono domain will be null.
2022-02-07 03:43:34 +01:00
Ignacio Roldán Etcheverry
721c32ee2b
Merge pull request #57618 from Densorius/master
Fixed opening new instances of VS 2022 while a instance is already open
2022-02-04 15:05:51 +01:00
Densorius
93e2d0446f Fixed opening new instances of VS 2022 while a instance is already open 2022-02-04 10:40:43 +01:00
bruvzg
244db37508
Cleanup and move char functions to the char_utils.h header. 2022-02-04 11:35:01 +02:00
Densorius
9ea0508d35 Add Visual Studio 2022 support with fallback to 2019 2022-02-04 00:34:02 +01:00
Rémi Verschelde
c47f059776
Merge pull request #57467 from webbuf/modules-initialize
Initialized Member Variables in /modules
2022-02-03 20:41:29 +01:00
zwebb
466661c78f initialized member variables in header 2022-02-03 11:14:42 -05:00
Marcel Admiraal
51834a4589 Be more verbose about why msbuild tools could not be found 2022-01-29 07:16:34 +00:00
Raul Santos
6ecb92a1fc
Rename C# IsSubsequenceOfI to IsSubsequenceOfN 2022-01-27 03:04:16 +01:00
Rémi Verschelde
bd4d57ede2
BaseButton: Rename pressed property to button_pressed
This fixes a conflict with the `pressed` signal.

The new name is temporary and only intended to solve the conflict for upcoming
alpha builds. Discussions are still ongoing regarding the BaseButton API and
how to rename and refactor more of its properties, signals and methods to have
a clearer API in 4.0.
2022-01-23 22:15:09 +01:00
Igor Kordiukiewicz
6c3b6664b5 String.Capitalize() in C# now matches the behaviour of String::capitalize() in C++ 2022-01-23 13:24:04 +01:00
trollodel
aa1102fc53 Store panels and docks singletons in their own classes 2022-01-20 20:13:26 +01:00
Ignacio Roldán Etcheverry
e527687e1e
Merge pull request #55679 from raulsntos/script_reload_fix
C# scripts reload in editor fixed
2022-01-16 11:56:39 +01:00
bruvzg
fff3c38af9
[macOS] Fix self-contained mode, by looking for ._sc_ and writing data to the bundle directory instead of executable directory. 2022-01-13 21:29:22 +02:00
Raul Santos
e4c40efeab
Fix marshaling values of generic Godot Dictionary 2022-01-12 23:26:51 +01:00
Yuri Roubinsky
21cfcaa129 Add a GDScript template for VisualShaderNodeCustom 2022-01-06 12:06:33 +03:00
Rémi Verschelde
fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Rémi Verschelde
98b3ba1842
Merge pull request #53957 from fabriceci/new-template-workflow 2022-01-03 20:40:33 +01:00
fabriceci
9d5b807059 Improve editor template workflow
Co-Authored-By: jmb462 <jmb462@gmail.com>
2022-01-02 21:52:09 +01:00
luz paz
a124f1effe Fix various typos
Found via ` codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,expct,fave,findn,gird,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint,varn`
Update editor/import/resource_importer_layered_texture.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update doc/classes/TileSetScenesCollectionSource.xml

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/gui/graph_edit.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/gui/rich_text_label.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Revert previously committed change
2022-01-02 01:03:58 -05:00
Raul Santos
5254b28632
Fix getting properties state when reloading C#
When reloading C# classes and keep their properties values they are
retrieved and stored in a state list.
Retrieving the properties was only getting the fields of the C# class
and not inherited fields so those properties values were lost on reload.
Now we also try to find the field in the parent classes.
2021-12-28 18:28:01 +01:00
Raul Santos
1fdfc379b6 Fix KeyValuePairAt memory leak 2021-12-23 03:15:57 +01:00
Nathan Franke
49403cbfa0
Replace String comparisons with "", String() to is_empty()
Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
2021-12-09 04:48:38 -06:00
Raul Santos
2deabd553f Various fixes to C# documentation 2021-12-07 12:54:24 +01:00
Ignacio Roldán Etcheverry
37302b5c24
Merge pull request #55675 from raulsntos/csharp-basis-quaternion
Rename C# `Quaternion()` -> `GetQuaternion()`
2021-12-07 12:48:55 +01:00
Aaron Franke
6eb7179f1c
Rename "items_count" property to "item_count" 2021-12-06 22:02:27 -06:00
Raul Santos
838f80ed91 Rename C# Quaternion() -> GetQuaternion()
To keep consistency with GDScript, the method `Quaternion()` is renamed
`GetQuaternion()`, and made `internal` so it's not exposed to scripting.
The documentation references are also fixed.

Also, the methods `GetQuaternion()` and `GetRotationQuaternion()` are
moved below `GetEuler()` to follow alphabetic order.
2021-12-06 20:18:40 +01:00
Ignacio Roldán Etcheverry
2f41af7d2d
Merge pull request #55655 from raulsntos/csharp-items-count
Replace deprecated `GetItemCount()` with `ItemsCount`
2021-12-06 19:54:40 +01:00
Raul Santos
4a339dc8fd
C# script reload fixed
Co-authored-by: Michael Bickel <mib@developium.net>
Co-authored-by: Germanrc <german_1995a@hotmail.com>
2021-12-06 19:45:59 +01:00
Rémi Verschelde
5baf20e638
Merge pull request #34005 from aaronfranke/minmax 2021-12-06 14:01:45 +01:00
Raul Santos
3609ca67df
Replace deprecated GetItemCount() with ItemsCount
Replace the deprecated method `GetItemCount()` with the new property
`ItemsCount`.
2021-12-06 02:17:03 +01:00
Raul Santos
d5d1645e15 Bump Godot.NET.Sdk and SourceGenerators versions
Bump `Godot.NET.Sdk` to version 4.0.0-dev6.
Bump `Godot.SourceGenerators` to version 4.0.0-dev3.
Use floating version 4.0.*-* for package references in Sdk.
2021-12-05 15:56:18 +01:00
Raul Santos
c52f21335c Fix Godot.SourceGenerators for generic classes
Fix invalid C# generated by source generators for generic classes and
add generic classes to the Sample project for testing.
2021-12-05 15:52:25 +01:00
Raul Santos
d28be4d580 Fix get_all_delegates method for generic classes
If the class is generic, we must get its generic type definition and use
it to retrieve the delegates.
2021-12-04 02:54:33 +01:00
Aaron Franke
24f57886d0
Expose max_axis_index and max_axis_index for Vector2(i)
Some cleanup with Vector3(i)'s methods so that it is consistent with Vector2, for example it returns enums internally (GDScript still gets ints).
2021-12-02 23:45:41 -06:00
Rémi Verschelde
892a5a72cd
Merge pull request #55474 from akien-mga/copy-operators-no-reference 2021-12-02 17:34:45 +01:00
Raul Santos
a367378f9e Rename Vector parameters to be consistent
Renames parameters that were named differently across different
scripting languages or their documentation to use the same name
everywhere.
2021-12-01 21:14:46 +01:00
Rémi Verschelde
7da392bcc5
Don't return reference on copy assignment operators
We prefer to prevent using chained assignment (`T a = b = c = T();`) as this
can lead to confusing code and subtle bugs.

According to https://en.wikipedia.org/wiki/Assignment_operator_(C%2B%2B), C++
allows any arbitrary return type, so this is standard compliant.

This could be re-assessed if/when we have an actual need for a behavior more
akin to that of the C++ STL, for now this PR simply changes a handful of
cases which were inconsistent with the rest of the codebase (`void` return
type was already the most common case prior to this commit).
2021-11-30 16:26:29 +01:00
Aaron Franke
9851d3c5b2
Move logic for saving project features to ProjectSettings save_custom 2021-11-25 03:08:05 -06:00
Lightning_A
e078f970db Rename remove() to remove_at() when removing by index 2021-11-23 18:58:57 -07:00
Yuri Roubinsky
a74acca858 Expose randfn to global scope 2021-11-17 14:29:19 +03:00
Rémi Verschelde
471e7cbfc7
Merge pull request #54581 from aaronfranke/operator-docs 2021-11-16 14:10:09 +01:00
Rémi Verschelde
6c1bd4d227
Replace Godot docs URL with $DOCS_URL in XML class reference 2021-11-15 13:02:21 +01:00
Stefan Boronczyk
5059d8a46c
Fix mono build after invalid rename of KEY_READ
Follow-up to #51684.
2021-11-15 08:49:37 +01:00
Aaron Franke
3c0fdcc8ac
Use "enum class" for input enums 2021-11-12 15:37:54 -06:00
Hugo Locurcio
a9a45ee7ee
Move Mono unhandled exception setting to be located within a subsection
Settings that aren't within a subsection are difficult to reach when
other settings do have a subsection.

This also adds documentation for the project setting.
2021-11-10 17:31:54 +01:00
Silc 'Tokage' Renew
571ea72f35 fix pingpong in math 2021-11-10 14:31:56 +09:00
Rémi Verschelde
06a33e590f
Merge pull request #53819 from TokageItLab/re-implement-ping-pong
Reimplement ping-pong animation and reverse playback
2021-11-09 22:11:04 +01:00
qarmin
071829acc5 Enable mono editor build in CI 2021-11-09 11:02:04 +01:00
Aaron Franke
813466b3c8
Add documentation to operators for math types
Co-authored-by: Raul Santos <raulsntos@gmail.com>
2021-11-04 14:44:55 -05:00
Aaron Franke
744b43b527
Fix Quaternion multiplication operator 2021-11-04 11:24:46 -05:00
Hugo Locurcio
c012fbc8b2
Rename PROPERTY_USAGE_NOEDITOR to PROPERTY_USAGE_NO_EDITOR
This is consistent with other constants that include `NO`,
such as `PROPERTY_HINT_COLOR_NO_ALPHA`.
2021-11-03 23:06:17 +01:00
Silc 'Tokage' Renew
953a7bce7e reimplement ping-pong 2021-11-03 13:39:33 +09:00
Rémi Verschelde
0fbf53dbc5
Merge pull request #54387 from Calinou/editor-translations-increase-zlib-compression-level 2021-11-01 23:22:55 +01:00
Rémi Verschelde
16dc607f8a
Merge pull request #54307 from Calinou/add-opengl-renderer-squash
Add OpenGL renderer (squashed)
2021-10-31 18:30:38 +01:00
Raul Santos
2913c32db5 Ensure C# script properties are added to the end
Ensures that the `get_property_list` and `get_script_property_list`
methods push the script properties to the end of the given list, this
prevents the script property from appearing after the script variables.
2021-10-30 17:11:40 +02:00
Hugo Locurcio
ce97ddbcb1
Rename GLES2 driver to OpenGL to prepare for the upgrade to GLES3
- Use lowercase driver names for the `--rendering-driver`
  command line argument.
2021-10-30 02:05:49 +02:00
Hugo Locurcio
89cf17c96f
Use maximum zlib compression when generating editor translation headers
With comments stripped, this reduces the combined generated translation
size from 28.7 MB to 28.4 MB (-240 KB).
2021-10-29 19:07:48 +02:00
Ignacio Roldán Etcheverry
7d99ccda1d
Merge pull request #54361 from raulsntos/csharp-call-able-callable
Implement Call methods in C# Callable
2021-10-29 17:27:04 +02:00
Raul Santos
21afb63485 Implement Call methods in C# Callable
Implements Callable.Call and Callable.CallDeferred methods in C#
2021-10-28 22:49:17 +02:00
Rémi Verschelde
0ae65472e7
clang-format: Enable BreakBeforeTernaryOperators
clang-format keeps breaking the way it handles break *after* ternary operators,
so I give up and go with the only style they seem to actually test.
2021-10-28 15:57:41 +02:00
Rémi Verschelde
3b11e33a09
clang-format: Disable alignment of operands, too unreliable
Sets `AlignOperands` to `DontAlign`.

`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
2021-10-28 15:19:35 +02:00
Rémi Verschelde
6ccc3e4d87
Merge pull request #54130 from raulsntos/csharp-exports
Keep order for C# exported members
2021-10-24 21:17:58 +02:00
Aaron Franke
474d0f58f5
Add support for the RISC-V architecture
Supports RV64GC (RISC-V 64-bit with general-purpose and compressed-instruction extensions)
2021-10-22 12:51:10 -05:00
Rémi Verschelde
beb3875cdf
Merge pull request #53781 from m4gr3d/restrict_project_data_dir_config_master 2021-10-22 19:30:35 +02:00
Raul Santos
c6ecc04114
Keep order for C# exported members 2021-10-22 19:25:01 +02:00
Rémi Verschelde
b9a59f60c1
Mono: Fix build after #52940
Chose to pass unhandled exceptions to the toaster, we might want to reconsider
if those are already reported somewhere else (e.g. in the Mono panel).
2021-10-20 11:07:20 +02:00
Ignacio Roldán Etcheverry
cad05f012d C#: Fix property set call boxing value when unboxed was expected 2021-10-19 00:33:51 +02:00
ne0fhyk
b5c750fa65 Restrict the project data directory configuration 2021-10-18 14:10:38 -07:00
Rémi Verschelde
76d90bb568
Merge pull request #53943 from raulsntos/fixup-53581 2021-10-18 10:38:41 +02:00
Raul Santos
bc47bacc9e Fix marshaling generic Godot.Object in C# 2021-10-18 03:07:47 +02:00
Anutrix
a4b736658e Remove unused imports in .py, SCsub and SConstruct files 2021-10-18 01:50:34 +05:30
Rémi Verschelde
d6aab5c1bf
SCons: Fix missing mono .gen.cpp sources after #53860 2021-10-16 15:53:14 +02:00
Raul Santos
035e14c69d Fix hint_string for C# enum arrays 2021-10-15 19:23:40 +02:00
Rémi Verschelde
f113dc9863
Merge pull request #53627 from raulsntos/fix-list-marshal 2021-10-15 17:35:45 +02:00
Rémi Verschelde
6fb06ec47e
Merge pull request #53581 from raulsntos/mono-marshal-generics 2021-10-15 17:35:21 +02:00
Raul Santos
ba4a88eaed Fix C# List<T> marshalling 2021-10-10 11:40:07 +02:00
Raul Santos
0be9664b42 Support marshaling generic Godot.Object
Allows using generic C# types in signals as long as they inherit
from `Godot.Object`.
2021-10-08 20:00:47 +02:00
Raul Santos
1f62d309d8 Support arrays of StringName, NodePath and RID in mono 2021-10-08 18:50:21 +02:00
Rémi Verschelde
862994a8ef
doc: Update links to latest documentation after content reorganization 2021-10-06 13:48:48 +02:00
Rémi Verschelde
a7ba227631
Merge pull request #52711 from m4gr3d/provide_getter_for_project_data_dir_master 2021-10-05 21:02:27 +02:00
Rémi Verschelde
b1c6826b9f
Merge pull request #52963 from Pineapple/WIN32_LEAN_AND_MEAN_master 2021-10-05 12:03:05 +02:00
kobewi
6397eaa27e Fix some leftover references to idle_frame 2021-10-04 20:57:31 +02:00
Fabio Alessandrelli
24a949ea11 [Net] Rename RPC constants and annotation arguments.
any -> any_peer
sync -> call_local
ordered -> unreliable_ordered

Multiplayer.RPC_MODE_ANY -> RPC_MODE_ANY_PEER
Multiplayer.TRANSFER_MODE_ORDERED -> TRANSFER_MODE_UNRELIABLE_ORDERED
2021-10-01 18:14:38 +02:00
Edward Auttonberry
c86ab40389 Update C# RPC attributes to share new Any/Auth naming convention
Update attribute class references in mono cache
2021-09-28 17:43:40 -04:00
Bartłomiej T. Listwon
425ed0ffe0 Add missing WIN32_LEAN_AND_MEAN 2021-09-23 10:35:00 +02:00
Rémi Verschelde
ba57252bd8
Merge pull request #52878 from AnilBK/add-get-center 2021-09-21 21:30:30 +02:00
Anilforextra
90908cd67d Add Get Center Method for Rect2/Rect2i and AABB. 2021-09-21 21:14:17 +05:45
Aaron Franke
388732bc19
Fix some minor issues in C# XML doc comments 2021-09-18 11:38:22 -05:00
Rémi Verschelde
c77e1e2852
Merge pull request #52666 from magian1127/temp1 2021-09-18 15:02:02 +02:00
Magian
9932fbfb1e C#, replace the current Xform method with a * operator. 2021-09-18 20:36:15 +08:00
Rémi Verschelde
ab544a20de
Merge pull request #51835 from magian1127/patch1 2021-09-17 12:25:56 +02:00
ne0fhyk
69f890ff11 Provide a getter for the project data directory. 2021-09-15 12:52:03 -07:00
Rémi Verschelde
de8d38014e
Merge pull request #52633 from lewiji/mono-build-solution-shortcut-4.0 2021-09-14 16:21:19 +02:00
Lewis James
913aa270c0 Add editor keyboard shortcut for Mono Build solution button
Apply suggestions from code review

Merging @akien-mga's suggestion with the matching change to the CS project

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2021-09-14 13:13:00 +01:00
Aaron Franke
3a902c66c4
Revert some URLs from the "Replace HTTP URLs with HTTPS" PR 2021-09-13 15:18:35 -05:00
Ignacio Roldán Etcheverry
875b5fbf17
Merge pull request #52607 from paulloz/improve-cs-method-listing
Improve C# method listing
2021-09-13 20:21:48 +02:00
Paul Joannon
19f25b6847
Improve C# method listing
- implement CSharpInstance::get_method_list
- loop through parent classes in CSharpInstance::get_method_list and CSharpScript::get_script_method_list (#46408)
2021-09-12 19:54:54 +02:00
Raul Santos
2962a440ea Fix autoloads iteration
Removes the range iterator usage in the autoloads map since `OrderedHashMap`
does not implement range iterators.
2021-09-12 13:22:18 +02:00
Ignacio Roldán Etcheverry
6679be45aa
Merge pull request #52492 from raulsntos/fix-csharp-array-properties
Fix properties arrays in C# bindings generator
2021-09-09 20:38:58 +02:00
Max Hilbrunner
75be697817
Merge pull request #52246 from Paulb23/verbatim-string
Syntax highlight c# verbatim string literal
2021-09-08 14:48:22 +02:00
Raul Santos
c6b1c8093f Fix properties arrays in C# bindings generator 2021-09-08 12:52:39 +02:00
Max Hilbrunner
9ada29e918
Merge pull request #52289 from Calinou/remove-old-msvc-support-ifdef
Remove `#ifdefs` for handling compilation with Visual Studio < 2015
2021-09-07 21:01:44 +02:00
Fabio Alessandrelli
bf9aae09ba [Net] Move multiplayer to core subdir, split RPCManager.
Move multiplayer classes to "core/multiplayer" subdir.

Move the RPCConfig and enums (TransferMode, RPCMode) to a separate
file (multiplayer.h), and bind them to the global namespace.

Move the RPC handling code to its own class (RPCManager).

Renames "get_rpc_sender_id" to "get_remote_sender_id".
2021-09-07 11:14:30 +02:00
Raul Santos
48c66b80ad Add documentation to GodotSharp
- Adds documentation to almost every class and member in `GodotSharp`
- Fixes some old documentation to more closely follow the XML comments convention
2021-09-03 19:03:31 +02:00
Raul Santos
415529400b Fix constant tag documentation in C# bindings generator 2021-09-03 18:54:40 +02:00
Raul Santos
5508d4606b Fix PackedInt64Array typo in bindings_generator.h 2021-09-03 18:54:40 +02:00
Aaron Franke
1933df0013
Some more C# formatting 2021-09-02 15:12:15 -05:00
George Marques
25ae279317
Merge pull request #52270 from KoBeWi/goodbye_polar
Remove cartesian2polar and polar2cartesian
2021-09-01 09:33:13 -03:00
George Marques
cf59028972
Merge pull request #48237 from KoBeWi/they_came_from_angle
Add Vector2.from_angle() method
2021-09-01 09:32:42 -03:00
Hugo Locurcio
fc0bfbb33b
Remove #ifdefs for handling compilation with Visual Studio < 2015
Godot 3.3 and later require Visual Studio 2017 to be compiled.
2021-08-31 20:04:17 +02:00
kobewi
3f3739ccb5 Add Vector2.from_angle() method 2021-08-31 01:53:58 +02:00
Juan Linietsky
bcd73fc00a
Merge pull request #52240 from Rubonnek/rename-rel-path
Rename `String::is_rel_path` to `String::is_relative_path`
2021-08-30 20:45:45 -03:00
kobewi
017c94222e Remove cartesian2polar and polar2cartesian 2021-08-31 01:41:41 +02:00
Paulb23
cf36fb405c syntax highlight c# verbatim string literal 2021-08-30 11:38:03 +01:00
Wilson E. Alvarez
d11c1afc04
Rename String::is_rel_path to String::is_relative_path 2021-08-29 20:41:29 -04:00
Fabio Alessandrelli
64b9f30b92 [Net] Rename RPC "puppet" to "auth" (authority). Drop "master".
This commit completely removes the RPC_MODE_MASTER ("master" keyword),
and renames the RPC_MODE_PUPPET to RPC_MODE_AUTHORITY ("auth" keyword).

This commit also renames the "Node.[get|set]_network_master" methods to
"Node.[get|set]_network_authority".

This commit also renames the RPC_MODE_REMOTE constant to RPC_MODE_ANY.

RPC_MODE_MASTER in Godot 3.x meant that a given RPC would be callable by
any puppet peer on the master, while RPC_MODE_PUPPET meant that it would
be callable by the master on any puppet.

Beside proving to be very confusing to the user (referring to where it
could be called instead of who can call it) the RPC_MODE_MASTER is quite
useless. It is almost the same as RPC_MODE_REMOTE (anyone can call) with
the exception that the network master cannot. While this could be useful
to check in some case, in such a function you would anyway need to check
in code who is the caller via get_rpc_sender_id(), so adding the check
there for those rare cases does not warrants a dedicated mode.
2021-08-30 00:54:38 +02:00
Lyuma
31f790299c Use OrderedHashMap for autoloads to preserve order 2021-08-26 21:55:26 -07:00
Max Hilbrunner
ee4a8e6a85
Merge pull request #52087 from raulsntos/expose-simplify-path
Expose `String.SimplifyPath` in C#
2021-08-25 18:37:08 +02:00
Raul Santos
126b1ea149 Expose String.SimplifyPath in C# 2021-08-25 16:51:14 +02:00
Raul Santos
4e6e6bcd2f Rename String.IsAbsPath() to String.IsAbsolutePath() 2021-08-25 03:02:55 +02:00
Ignacio Roldán Etcheverry
e95fa21b45
Merge pull request #47295 from omegachysis/script-bind-mutex
Fix race condition on `script_binding` in C#
2021-08-24 06:09:43 +02:00
Raul Santos
f6a700e264 Rename C# string extensions to follow GDScript
Follow up to d9d77291bc.

Renames `String.Extension` -> `String.GetExtension()` and
`String.BaseName()` -> `String.GetBaseName()`.
This makes those methods more consistent with GDScript and with
the `GetBaseDir` method.
2021-08-20 13:52:57 +02:00
Magian
facb96034b check that the element type is indeed String 2021-08-20 18:35:04 +08:00
Ignacio Roldán Etcheverry
d2c3a86844 C#: Fix bindings generator for Callable argument default value
Previously there weren't any Callable arguments with a default value,
but d4dd859991 introduced one.
2021-08-20 11:18:04 +02:00
Magian
07a578d100 C# Array<String> Export Support Enum(String) 2021-08-18 20:30:51 +08:00
Max Hilbrunner
81f7d1890b Namespaces instead of underscore prefix for binds
Thanks to neikeq for the initial work.

Co-authored-by: Ignacio Roldán Etcheverry <neikeq@users.noreply.github.com>
2021-08-17 16:10:09 +02:00
Rémi Verschelde
cfdac0973c
Merge pull request #51698 from Paulb23/text-editor-settings
Reorganise text editor settings
2021-08-16 18:48:58 +02:00
Paulb23
bcfc591f86 Reorganise text editor settings 2021-08-16 17:18:49 +01:00
Ignacio Roldán Etcheverry
5ea500e599 Fix C# native instance bindings after recent re-write
This was needed after: 4469144891
2021-08-16 17:16:36 +02:00
Aaron Franke
03e2544d50
Use real_t and double where appropriate in Particles 2021-08-12 11:35:31 -05:00
Raul Santos
f20db58271 Ensure MSBuildPanel buttons are instantiated 2021-08-06 22:30:38 +02:00
Rémi Verschelde
ba0982c51c
Merge pull request #51008 from raulsntos/csharp-renames 2021-08-06 09:07:02 +02:00
Raul Santos
2deefd938f Reduce C# Dictionary internal calls
- Implements new `KeyValuePairs` and `KeyValuePairAt` internal calls
to get the `key` and the `value` in one call.
- Caches the `DictionaryEntry` to reuse properties without repeating
internal calls.
2021-08-05 17:30:28 +02:00
Raul Santos
0669ffcd15 Add documentation to Dictionary in C#
Adds documentation to `Godot.Collections.Dictionary` in C#.
2021-08-05 17:30:27 +02:00
Raul Santos
d2655cb131 Rename RotationQuaternion to be more similar to get_rotation_quaternion
Renames `RotationQuaternion` to be more consistent with `get_rotation_quaternion`
2021-08-05 17:29:55 +02:00
Raul Santos
5330c83690 Rename RandSeed to RandFromSeed and use ref param
Renames `RandSeed` method to be more consistent with `Math::rand_from_seed`
2021-08-05 17:29:55 +02:00
31
6fd2edddc0 Fix 'script_class' null access when reloading a deleted C# script 2021-08-03 22:43:42 -05:00
Raul Santos
ad460cde79 Simplify C# print methods
- Extracts the parameters logic to a single method
- Simplify the handling of null parameters
2021-08-03 23:12:27 +02:00
Yuri Sizov
d3e413c659 Fix the editor theme application for the Mono build log 2021-08-03 22:13:32 +03:00
Aaron Franke
2733b9abd8
Remove obsolete "dectime" method
Replaced by "move_toward"
2021-07-30 16:41:28 -05:00
Rémi Verschelde
bdcc8741e4
Merge pull request #51009 from raulsntos/fix-csharp-split
Use `allowEmpty` parameter in Split
2021-07-29 23:04:39 +02:00
Raul Santos
37d8f8c92b Use C# interpolated strings
Uses interpolated strings wherever possible.
String concatenations are still left where used for breaking long lines.
2021-07-29 17:20:44 +02:00
Raul Santos
b7a66a820b Use allowEmpty parameter in Split 2021-07-29 12:57:35 +02:00
Rémi Verschelde
7cbdb9b4c3
Merge pull request #50917 from raulsntos/more-iterators 2021-07-27 08:05:15 +02:00
Raul Santos
d636ebbfe9 Ignore paths with invalid chars in PathWhich 2021-07-27 04:16:20 +02:00
Raul Santos
3fe67fb5ad Use C++ iterators in the Mono module 2021-07-27 02:48:28 +02:00
Rémi Verschelde
92299989bd
Use Ref<T> references as iterators where relevant
And const when possible.
2021-07-26 19:27:11 +02:00
Ignacio Roldán Etcheverry
0c68ccecda
Merge pull request #50867 from aaronfranke/cs-array-empty
Add documentation to Array in C#
2021-07-26 04:46:35 +02:00
Raul Santos
accd05f4ad Use Array.Empty instead of allocating a every time
Use `System.Array.Empty<T>` to get an empty array instead of allocating
a new one every time. Since arrays are immutable there is no need to
allocate them every time.
2021-07-26 03:52:31 +02:00
Aaron Franke
080f44a3b7
Add documentation to Array in C# 2021-07-25 18:04:18 -04:00
Raul Santos
b3274a7064 Fix bindings generator range iterator errors 2021-07-25 21:32:54 +02:00
Rémi Verschelde
ac3322b0af
Use const references where possible for List range iterators 2021-07-25 12:22:25 +02:00
Raul Santos
ba99387bf3 Fix documentation in StringExtensions 2021-07-24 22:58:41 +02:00
Ignacio Roldán Etcheverry
2ee395a277
Merge pull request #50757 from aaronfranke/simple-cs-editorconfig
Add a simple C# `.editorconfig`
2021-07-24 21:48:41 +02:00
Aaron Franke
4e6efd1b07
Use C++ iterators for Lists in many situations 2021-07-23 17:38:28 -04:00
Aaron Franke
5f8275d9ac
Add a simple C# .editorconfig 2021-07-23 17:04:53 -04:00
Fabio Alessandrelli
ddb68f76ff [Net] Single rpc annotation. "sync" no longer part of mode.
- Move the "sync" property for RPCs to RPCConfig.

- Unify GDScript annotations into a single one:
  - `@rpc(master)` # default
  - `@rpc(puppet)`
  - `@rpc(any)` # former `@remote`

- Implement three additional `@rpc` options:
  - The second parameter is the "sync" option (which also calls the
    function locally when RPCing). One of "sync", "nosync".
  - The third parameter is the transfer mode (reliable, unreliable,
    ordered).
  - The third parameter is the channel (unused for now).
2021-07-20 11:17:59 +02:00
reduz
6631f66c2a Optimize StringName usage
* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.

This is part of ongoing work to optimize GUI and the editor.
2021-07-18 21:20:02 -03:00
Rémi Verschelde
671467b888
Mono: Remove info dialog discouraging use in production
While there are still various bugs to solve and features to implement, the C#
support as of Godot 3.4 is fairly mature and already used by a number of users
in production. Now that we default to dotnet CLI as build tool, it also seems
to be more reliable than MSBuild.

The documentation can (and does for the most part) point out some caveats that
users should be aware of, but this info dialog has outlived its intended
purpose.
2021-07-15 11:48:19 +02:00
reduz
5ad4f26659 Implement the ability to disable classes
* This PR adds the ability to disable classes when building.
* For now it's only possible to do this via command like:
  `scons disable_classes=RayCast2D,Area3D`
* Eventually, a proper UI will be implemented to create a build config file to do this at large scale, as well as detect what is used in the project.
2021-07-13 09:25:14 -03:00
Fabio Alessandrelli
88d68346ee [Net] Rename NetworkedMultiplayerPeer to MultiplayerPeer. 2021-07-12 16:36:34 +02:00
reduz
4469144891 Redo how instance bindings work
* The harcoded 8 slots are no more and impose limits in the new extension system.
* New system is limitless, although it will impose small performance hit with a mutex.
* Use a token to request the instance binding.

**Warning**: Mono will most likely break as a result of this, will need to be modified to use the new system.
2021-07-08 17:08:12 -03:00
Hugo Locurcio
257a8a337e
Remove unused code related to Travis CI 2021-07-01 18:02:00 +02:00
Grzegorz Puławski
fa82727f5b Fixing mono build after instance() -> instanciate() name change 2021-06-23 16:07:23 +02:00
Lightning_A
e28fd07b2b Rename instance()->instantiate() when it's a verb 2021-06-19 20:49:18 -06:00
Rémi Verschelde
9b7c963d19
Merge pull request #48804 from EricEzaM/scripting-multi-error-support
Added support for scripts reporting multiple errors to ScriptTextEditor
2021-06-20 00:38:49 +02:00
Eric M
d0e78c86d7 Added support for scripts reporting multiple errors to ScriptTextEditor
Scripts can now report multiple errors to the scripting editors in the engine. UI elements were added to support multiple errors.
2021-06-19 22:20:30 +10:00
Marcel Admiraal
2bafcd3422 Consolidate JSON, JSONParseResults and JSONParser into JSON
Renames JSON.parse_string() to parse()
Renames JSON.decode_data() to stringify()
2021-06-19 08:01:40 +01:00
Rémi Verschelde
7aebb8f81c
Merge pull request #44156 from aaronfranke/quat-angle-to
Add Quaternion angle_to method
2021-06-18 12:35:58 +02:00
Aaron Franke
e6c7567da7
Fix a typo in C# bindings generator for default value types 2021-06-18 01:13:00 -04:00
Aaron Franke
93b494d4ae
Add Quaternion angle_to method 2021-06-17 23:57:00 -04:00
Pedro J. Estébanez
2ca6b9c610 Fix slow load/save of scenes with many instances of the same script 2021-06-13 13:32:44 +02:00
Rémi Verschelde
600b4c9c7b
Merge pull request #34668 from aaronfranke/to-string
[Core] Reformat structure string operators
2021-06-13 11:58:24 +02:00
Pedro J. Estébanez
f59488e94e Improve & fix Mono build
- Fix C++ compile errors about pending variable renames after the `Reference` to `RefCount` change.
- Fix C# compile errors due to the recent rename of `EnablePlugin()` and `Build()`, which are now underscore-prefixed in bindings.
- Additional rename: `godot_icall_Reference_Dtor` to  `godot_icall_RefCounted_Dtor`.
2021-06-13 11:21:14 +02:00
Rémi Verschelde
ac73059b56
Merge pull request #49123 from aaronfranke/it-is-time
Add a Time singleton
2021-06-12 22:55:25 +02:00
Pedro J. Estébanez
04688b92ff Rename Reference to RefCounted 2021-06-11 18:48:42 +02:00
Aaron Franke
554c776e08
Reformat structure string operators
The order of numbers is not changed except for Transform2D. All logic is done inside of their structures (and not in Variant).

For the number of decimals printed, they now use String::num_real which works best with real_t, except for Color which is fixed at 4 decimals (this is a reliable number of float digits when converting from 16-bpc so it seems like a good choice)
2021-06-11 10:53:20 -04:00
Rémi Verschelde
8d4046929c
Merge pull request #49511 from akien-mga/core-diraccess-fileaccess-io
Core: Move DirAccess and FileAccess to `core/io`
2021-06-11 16:51:10 +02:00
Rémi Verschelde
6b0183ec89
Merge pull request #49279 from Calinou/rename-string-is-abs-path-method
Rename `String.is_abs_path()` to `String.is_absolute_path()`
2021-06-11 15:58:16 +02:00
Aaron Franke
f64fea1b23
Add Time singleton 2021-06-11 09:32:39 -04:00
Rémi Verschelde
9e328bb5b7
Core: Move DirAccess and FileAccess to core/io
File handling APIs are typically considered part of I/O, and we did have most
`FileAccess` implementations in `core/io` already.
2021-06-11 14:52:39 +02:00
Rémi Verschelde
896aa94283
Merge pull request #49221 from Faless/mp/4.x_rpc_refactor
[Net] Refactor RPCs, remove RSETs
2021-06-07 17:00:08 +02:00
Rémi Verschelde
c1c76850cb
Style: Cleanup uses of double spaces between words
Or after punctuation. Tried to leave third-party stuff alone, unless it has
been heavily modified for Godot.
2021-06-07 11:03:08 +02:00
Rémi Verschelde
6f7d45d210
Merge pull request #45364 from madmiraal/rename-quat
Rename Quat to Quaternion
2021-06-05 13:32:08 +02:00
Marcel Admiraal
beae6527e0 Add missing override keyword to CSharpLanguage::is_control_flow_keyword() 2021-06-04 18:39:30 +01:00
Marcel Admiraal
8acd13a456 Rename Quat to Quaternion 2021-06-04 18:14:32 +01:00
Rémi Verschelde
5d9cab3aeb
Merge pull request #38430 from aaronfranke/transform3d 2021-06-03 23:07:21 +02:00
Aaron Franke
2e13e3ed4a
Allow clamping vectors and colors 2021-06-03 12:05:20 -04:00
Aaron Franke
94bc0bd919
Rename Vector2 clamped to limit_length and add limit_length to Vector3 2021-06-03 12:04:57 -04:00
Hugo Locurcio
5ea1c75d63
Rename String.is_abs_path() to String.is_absolute_path()
This is more consistent with `NodePath.is_absolute()`.
2021-06-03 16:00:06 +02:00
Aaron Franke
a3c29ed899
Rename files and the exposed name for Transform3D 2021-06-03 07:30:01 -04:00
Aaron Franke
08a85352fb
Rename Variant TRANSFORM to TRANSFORM3D
Also _transform to _transform3d
2021-06-03 07:30:01 -04:00
Aaron Franke
de3f6699a5
Rename Transform to Transform3D in core 2021-06-03 07:30:01 -04:00
Fabio Alessandrelli
d779b5aa3e [Net] Refactor RPCs, remove RSETs
In this PR:
- Removed rset
- rpc_config can now optionally configure transfer mode
  (reliable/unreliable/ordered) and channel (channels are not actually
  implemented yet.)
- Refactor how the RPC id is computed to minimize the logic in Node and
  scripts that now only needs a single `get_rpc_methods` function.
2021-06-01 17:24:21 +02:00
reduz
0d2e02945b Implement shader caching
* Shader compilation is now cached. Subsequent loads take less than a millisecond.
* Improved game, editor and project manager startup time.
* Editor uses .godot/shader_cache to store shaders.
* Game uses user://shader_cache
* Project manager uses $config_dir/shader_cache
* Options to tweak shader caching in project settings.
* Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled).
* Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated).
* Added shader compression with SMOLV: https://github.com/aras-p/smol-v
2021-05-31 10:13:09 +02:00
Marcel Admiraal
da5d7db610 Rename File::get_len() get_length() 2021-05-25 11:54:28 +01:00
Aaron Franke
aa65c91618
Rename Vector2 Perpendicular to Orthogonal in C# 2021-05-21 21:02:38 -04:00
Rémi Verschelde
4219a4cb6f
Fix typos with codespell
Using codespell 2.0.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
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
```
2021-05-20 12:38:56 +02:00
Pedro J. Estébanez
469fa47e06
Make all file access 64-bit (uint64_t)
This changes the types of a big number of variables.

General rules:
- Using `uint64_t` in general. We also considered `int64_t` but eventually
  settled on keeping it unsigned, which is also closer to what one would expect
  with `size_t`/`off_t`.
- We only keep `int64_t` for `seek_end` (takes a negative offset from the end)
  and for the `Variant` bindings, since `Variant::INT` is `int64_t`. This means
  we only need to guard against passing negative values in `core_bind.cpp`.
- Using `uint32_t` integers for concepts not needing such a huge range, like
  pages, blocks, etc.

In addition:
- Improve usage of integer types in some related places; namely, `DirAccess`,
  core binds.

Note:
- On Windows, `_ftelli64` reports invalid values when using 32-bit MinGW with
  version < 8.0. This was an upstream bug fixed in 8.0. It breaks support for
  big files on 32-bit Windows builds made with that toolchain. We might add a
  workaround.

Fixes #44363.
Fixes godotengine/godot-proposals#400.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2021-05-17 15:06:19 +02:00
Rémi Verschelde
bcbd480c32
Merge pull request #45144 from dalexeev/color-consts
Rename color constants (alternative)
2021-05-07 12:22:49 +02:00
Hugo Locurcio
e905e8f145
Highlight control flow keywords with a different color
This makes them easier to distinguish from other keywords.
2021-05-05 22:38:12 +02:00
Rémi Verschelde
5b16020846
Replace remaining uses of NULL with nullptr
Follow-up to #38736 (these uses were likely added after this PR was merged).
2021-04-29 11:53:27 +02:00
Hugo Locurcio
5d124c4a8f
Remove uses of auto for better readability and online code reviews
The current code style guidelines forbid the use of `auto`.

Some uses of `auto` are still present, such as in UWP code (which
can't be currently tested) and macros (where removing `auto` isn't
easy).
2021-04-26 14:59:28 +02:00
Ignacio Roldán Etcheverry
27a66ee528 C#: Fix double casting in wasm m2n trampolines
The trampolines were casting double to `size_t` (likely a copy-paste
mistake), so the value was getting truncated.
2021-04-17 05:45:52 +02:00
Matthew A. Robinson
be4671534c Add mutex to protect script bindings 2021-03-23 09:37:27 -04:00
Rémi Verschelde
2274d4eebc
Mono: Fix Android build after #46900 2021-03-18 17:58:21 +01:00
Ignacio Etcheverry
5b3b9cd63b C#: Fix disconnecting event signals twice
`disconnect_event_signals` can be called twice (when managed instance
is disposed and from the ScriptInstance destructor).
2021-03-15 07:08:10 +01:00
Rémi Verschelde
1066dbcecc
Merge pull request #46968 from sboronczyk/fix-editor-plugin-mono
Fix create c# script from editor after partial class type is necessary
2021-03-14 00:27:34 +01:00
Rémi Verschelde
7015027cbf
Merge pull request #46900 from Ev1lbl0w/bugfix-malloc_calls
Replace malloc's with Godot's memalloc macro
2021-03-13 21:55:52 +01:00
sboronczyk
094981b277 Fix create c# script after partial class type 2021-03-13 17:31:47 +01:00
Ev1lbl0w
838e7d0a8d
Replace malloc's with Godot's memalloc macro 2021-03-13 11:51:45 +00:00
Rémi Verschelde
8368f53941
Merge pull request #46954 from neikeq/reggr-46307
C#: Fix StringName leak warnings after generating bindings
2021-03-13 09:13:34 +01:00
Ignacio Etcheverry
d9603b2d73 C#: Fix StringName leak warnings after generating bindings
`Main::cleanup()` prints warnings if it finds `StringName`s still alive.
We need the `BindingsGenerator` to be destructed before calling cleanup.
2021-03-13 01:16:31 +01:00
Ignacio Etcheverry
ee8e5146a4 C#: Fix ScriptPathAttribute generator with none or nested namespaces
The following two bugs were fixed:
- For classes without namespace we were still generating `namespace {`
without a namespace identifier, causing a syntax error.
- For classes with nested namespaces we were generating only the innermost
part of the namespace was being generated, e.g.: for `Foo.Bar` we were
generating `namespace Bar {` instead of `namespace Foo.Bar {`.
This wasn't causing any build error, but because of the wrong namespace
Godot wasn't able to find the class associated with the script.
2021-03-13 01:04:59 +01:00
Rémi Verschelde
26d1b30d35
Merge pull request #46174 from xill47/mono-appdomain-unhandled-exception-event
Added mono_unhandled_exception call to unhandled_exception hook
2021-03-08 13:26:47 +01:00
Ilya Kuznetsov
6061ff7ba1 Added mono_unhandled_exception call to unhandled_exception hook 2021-03-08 12:57:50 +01:00
Rémi Verschelde
15bd2bf03f
Merge pull request #46713 from neikeq/csharp-source-generators-init
Add C# source generator for ScriptPathAttribute
2021-03-07 01:04:47 +01:00
Ignacio Etcheverry
e2afe700f6 Add C# source generator for a new ScriptPath attribute
This source generator adds a newly introduced attribute,
`ScriptPath` to all classes that:

- Are top-level classes (not inner/nested).
- Have the `partial` modifier.
- Inherit `Godot.Object`.
- The class name matches the file name.

A build error is thrown if the generator finds a class that meets these
conditions but is not declared `partial`, unless the class is annotated
with the `DisableGodotGenerators` attribute.

We also generate an `AssemblyHasScripts` assembly attribute which Godot
uses to get all the script classes in the assembly, eliminating the need
for Godot to search them. We can also avoid searching in assemblies that
don't have this attribute. This will be good for performance in the
future once we support multiple assemblies with Godot script classes.

This is an example of what the generated code looks like:

```
using Godot;
namespace Foo {
	[ScriptPathAttribute("res://Player.cs")]
	// Multiple partial declarations are allowed
	[ScriptPathAttribute("res://Foo/Player.cs")]
	partial class Player {}
}

[assembly:AssemblyHasScripts(new System.Type[] { typeof(Foo.Player) })]
```

The new attributes replace script metadata which we were generating by
determining the namespace of script classes with a very simple parser.
This fixes several issues with the old approach related to parser
errors and conditional compilation.
It also makes the task part of the MSBuild project build, rather than
a separate step executed by the Godot editor.
2021-03-06 21:50:32 +01:00
Shane Liesegang
42eb09ddcc Mono/macOS: Separate data dir into frameworks and resources for codesigning
Co-authored-by: Ignacio Etcheverry <ignalfonsore@gmail.com>
2021-03-03 13:54:34 +01:00
Aaron Franke
3f50954ced
Add generic support to PackedScene.Instance 2021-02-25 20:49:22 -05:00
Aaron Franke
4b4721f5bd
Fix C# bindings generator for default value types 2021-02-25 08:30:48 -05:00
Pedro J. Estébanez
23907e6f19 Make glue generation shutdown more graceful 2021-02-22 11:06:33 +01:00
Rémi Verschelde
ed8333f6bc
Merge pull request #45158 from aaronfranke/cs-packedarray
Add C# array features from core PackedArrays
2021-02-20 09:42:30 +01:00
Rémi Verschelde
8eaea1db53
Merge pull request #45032 from neikeq/classdb-tests-for-44856
Add ClassDB tests to look for core API deps on editor API
2021-02-18 15:16:52 +01:00
Aaron Franke
614299aedb
Add C# array features from core PackedArrays 2021-02-16 15:24:44 -05:00
JestemStefan
2c71ff1119
Added signed_angle_to for Vector3 2021-02-16 05:07:33 -05:00
Xartorx
8e1da2e0e5 Fix Mono build after resource load cache changes 2021-02-13 22:13:45 +03:00
reduz
f8d03b98e7 Improve resource load cache
-Added a new method in Resource: reset_state , used for reloading the same resource from disk
-Added a new cache mode "replace" in ResourceLoader, which reuses existing loaded sub-resources but resets their data from disk (or replaces them if they chaged type)
-Because the correct sub-resource paths are always loaded now, this fixes bugs with subresource folding or subresource ordering when saving.
2021-02-11 15:44:28 -03:00
Rafał Mikrut
f7209b459b Initialize class/struct variables with default values in modules/ 2021-02-08 10:57:18 +01:00
bruvzg
e304f716c7
[Mono] Use the same search logic for both MSBuild and dotnet, add custom search paths on macOS. 2021-02-04 22:39:38 +02:00
Aaron Franke
f55445079a
Replace ColorN and from HTML with a string constructor 2021-02-01 17:27:19 -05:00
zaevi
baac70c27e
Fix C# string.Hash() 2021-02-01 04:12:00 -05:00
Rémi Verschelde
5525cd85c6
Merge pull request #45315 from RandomShaper/modernize_thread
Modernize Thread
2021-01-31 15:24:56 +01:00
Pedro J. Estébanez
99fe462452 Modernize Thread
- Based on C++11's `thread` and `thread_local`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed (except for the few cases of non-portable functions)
- Simpler for `NO_THREADS`
- Thread ids are now the same across platforms (main is 1; others follow)
2021-01-29 12:02:13 +01:00
Rémi Verschelde
329d4796ae
Merge pull request #45525 from van800/rider-line
Navigating to error line number in Rider from Godot editor debugger console is off-by-one.
2021-01-28 23:39:52 +01:00
Ivan Shakhov
deef9a73a5 Fix off by one error navigating to line number in Rider
Fixes https://github.com/JetBrains/godot-support/issues/61
2021-01-28 22:41:12 +01:00
Aaron Franke
e829b7aee4
Unify URI encoding/decoding and add to C#
http_escape and percent_encode have been unified into uri_encode, and http_unescape and percent_decode have been unified into uri_decode.
2021-01-28 07:45:01 -05:00
Aaron Franke
a3e3bf8227
Make hex_to_int and bin_to_int handle the prefix automatically
Also add BinToInt to C#
2021-01-28 07:43:53 -05:00
Danil Alexeev
a97f1a3dc6 Rename color constants (alternative)
Named color constants renamed to UPPERCASE. Unlike #41019, this PR
is complete and implements these changes in the simplest way possible.

Co-authored-by: Shivam Mukherjee <mshivam98@gmail.com>
2021-01-26 19:07:00 +03:00
Rémi Verschelde
9f6a2aa321
Merge pull request #45029 from neikeq/issue-40023
C#: Fix System.Collections.Generic.List marshalling
2021-01-26 15:30:44 +01:00
Rémi Verschelde
76c6007aa6
Cleanup: Remove executable bit from files which don't need it
Drop unused xpmfix.sh script.
2021-01-19 23:36:42 +01:00
magian1127
da234cdbc6 C # mono supports Unicode code 2021-01-19 21:44:07 +08:00
Rémi Verschelde
0b409d89d0
Merge pull request #45136 from akien-mga/clang-format-11
CI: Update to clang-format 11 and apply ternary operator changes
2021-01-13 16:10:44 +01:00
Marcel Admiraal
3ee860e3d1 Update Mono module to use new execute method. 2021-01-13 09:34:14 +00:00
Rémi Verschelde
af878716f2
CI: Update to clang-format 11 and apply ternary operator changes 2021-01-12 19:32:53 +01:00
Ignacio Etcheverry
fafdc0b0c1 Add ClassDB tests to look for core API deps on editor API
The ClassDB tests will detect when the core API has dependencies on
the editor API, which is not allowed.

This should prevent or warn early about issues like #44856
2021-01-09 00:18:03 +01:00
Ignacio Etcheverry
da90364adf C#: Fix System.Collections.Generic.List marshalling 2021-01-08 21:51:25 +01:00
Rémi Verschelde
b5334d14f7
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00
Rémi Verschelde
09212fba1e
Fix missed renamings from empty() to is_empty()
Those were missed in #44401 or added by later PRs.
2020-12-29 09:55:07 +01:00
Rémi Verschelde
6cebb8c117
Merge pull request #44586 from madmiraal/rename-stepify
Rename Math::stepify to snapped
2020-12-28 21:46:43 +01:00
Marcel Admiraal
b743a2ef3c Rename Math::stepify to snapped 2020-12-28 13:01:30 +00:00
Marcel Admiraal
b628912af0 Rename Rect2 and Rect2i grow_margin() to grow_side() 2020-12-28 12:47:33 +00:00
Marcel Admiraal
5b937d493f Rename empty() to is_empty() 2020-12-28 10:39:56 +00:00
Rémi Verschelde
4425f7c2c1
Merge pull request #44515 from eddsanity/master
Fixed #42149: bug where the default C# script template would sometimes produce an invalid class name
2020-12-27 21:40:30 +01:00
Nathan Franke
3fda53c256
Update Rect intersection documentation, and rename method on Mono 2020-12-26 22:16:57 -06:00
Eyad
be1c161b0b Fixes #42149 and fixes indentation errors to pass clang-format 2020-12-19 13:47:16 +02:00
Rémi Verschelde
b07a3f503b
Merge pull request #44105 from neikeq/mono-wasm-m2n-hook
Mono: Make Godot provide its own WASM m2n trampolines
2020-12-17 09:58:24 +01:00
Ignacio Etcheverry
2af8a72663 Mono: Don't use -rdynamic when compiling for WASM
`-rdynamic` was causing the emsdk linker to silently fail to
generate the output `.wasm` file (even though exit code was 0).
2020-12-14 21:16:09 +01:00
Ignacio Etcheverry
7439b5595d Mono: Make Godot provide its own WASM m2n trampolines
This depends on a custom Mono patch from this commit:
godotengine/godot-mono-builds@0e312939bd
2020-12-14 21:16:01 +01:00
Ignacio Etcheverry
b98e8b11e6 Mono: Add extra WASM framework assemblies on game export
This is needed with newer Mono versions, at least with Mono 6.12+

Depends on the following commit from our build scripts:
godotengine/godot-mono-builds@9d75cff174
2020-12-14 20:55:29 +01:00
Rémi Verschelde
90bdba576a
Merge pull request #43742 from qarmin/editor_modules_default_values
Initialize class/struct variables with default values in platform/ and editor/
2020-12-08 15:53:42 +01:00
Rémi Verschelde
d94bf9f7b6
Merge pull request #44136 from neikeq/scons-mono-bcl-option
Mono: Add mono_bcl SCons option for a custom BCL location
2020-12-08 09:43:50 +01:00
Rémi Verschelde
a834055c63
Merge pull request #44148 from Calinou/tweak-log-file-names
Tweak log file names for consistency between Mono and non-Mono logs
2020-12-08 09:42:54 +01:00
Aaron Franke
5465e604bb
Improve argument names for core types 2020-12-07 05:01:33 -05:00
Hugo Locurcio
4d81776fc9
Tweak log file names for consistency between Mono and non-Mono logs
- Avoid spaces in Mono log file names.
- Use a `.log` extension for Mono logs, just like non-Mono logs.
- Use periods to separate hours/minutes/seconds for non-Mono logs.
2020-12-06 20:17:02 +01:00
Rémi Verschelde
d834789f47
Merge pull request #44106 from neikeq/mono-invoke-no-params-boxing
Don't box params on Native->C# calls with Variant params
2020-12-06 09:41:03 +01:00
Ignacio Etcheverry
a946f84e3d Don't box params on Native->C# calls with Variant params
Godot uses Variant parameters for calls to script methods.
Up until now we were boxing such parameters when marshalling
them for invokation, even if they were value types.

Now Godot allocates the marshalled parameters on the stack,
reducing the GC allocations resulted from boxing.
2020-12-06 01:36:20 +01:00
Ignacio Etcheverry
dd5ace219d Mono: Add mono_bcl SCons option for a custom BCL location
Makes it let's bothersome to work with builds from our
godotengine/godot-mono-builds scripts, as they write the
BCL into an output directory separate from the runtime
(which is good as two runtimes may share the same BCL).
2020-12-06 01:15:20 +01:00
Rémi Verschelde
83cdc9d7b7
Merge pull request #44109 from neikeq/fix-await-to-signal-many-at-once
C#: Fix multiple awaits to same signal result in connect error
2020-12-05 16:42:19 +01:00
Rémi Verschelde
45ecb21901
Merge pull request #44108 from neikeq/editor-fix-unhandled-exception-rethrown
Fix unhandled exception re-thrown in the editor
2020-12-05 16:41:47 +01:00
Rémi Verschelde
af61ad5e36
Merge pull request #44107 from neikeq/fix-slow-build-log-update
C#: Fix very slow build log update in the editor
2020-12-05 16:41:24 +01:00
Ignacio Etcheverry
b0eb9061e4 C#: Fix very slow build log update in the editor 2020-12-05 00:43:24 +01:00
Ignacio Etcheverry
bbaf854956 Fix unhandled exception re-thrown in the editor 2020-12-05 00:40:31 +01:00
Ignacio Etcheverry
e2f7037824 C#: Fix multiple awaits to same signal result in connect error
Multiple calls to the same `await ToSignal` were resulting in
"signal already connected to slot" error because the custom
callable comparer was wrong. Comparing only the signal awaiter
handle is the correct way (it's unique for the target).
2020-12-05 00:32:57 +01:00
Rémi Verschelde
0c06fbe6db
Mono: Fix Android build after #36311 2020-12-03 11:17:03 +01:00
Rafał Mikrut
e1811b689b Initialize class/struct variables with default values in platform/ and editor/ 2020-12-02 16:09:11 +01:00
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
Ignacio Etcheverry
ac471ff563 C#: Fix endless reload loop if project has unicode chars
The assembly modified time wasn't picked properly
as the path was treated as latin-1, so the file
watcher was constantly firing the event.
2020-09-08 19:53:39 +02:00
Marcel Admiraal
5a376cb061 Fix header guards in modules:
- Add missing header guards to various modules' register_types.h
- Add header guard to basis_universal/texture_basisu.h.
- Ensure header guard encloses entire header in
  webrtc/webrtc_data_channel_js.h.
2020-09-06 16:13:59 +01:00
Alex de la Mare
8dbd7155b5 Handle csproj "Remove" globs
MSBuild Item returns empty strings if an attribute isn't set (which
caused an IndexOutOfRangeException in NormalizePath).

We were treating Excludes incorrectly, Remove directives provide the
intended behaviour in the auto-including csproj format.
2020-09-06 11:34:04 +10:00
bruvzg
82cd97b675
Fix Mono path utils char types. 2020-09-04 22:20:08 +03:00
Rémi Verschelde
5c55c41c9d
Merge pull request #41753 from neikeq/csharp-hide-build-button-if-no-proj
C#: Hide Build button if there's no solution to build
2020-09-04 08:19:53 +02:00
Rémi Verschelde
15efe040f9
Merge pull request #41747 from neikeq/issue-41446
Fix parsing of C# files with spaces in the path
2020-09-04 08:16:56 +02:00
Rémi Verschelde
90601bb659
Merge pull request #41750 from neikeq/issue-41745
C#: Fix Godot failing to find class namespace
2020-09-04 08:15:49 +02:00
Rémi Verschelde
d1b0b1962d
Merge pull request #41748 from neikeq/issue-41712
Fix 'Parameter "assembly" is null' error
2020-09-04 08:13:46 +02:00
Ignacio Etcheverry
173f7d800b C#: Hide Build button if there's no solution to build
Same as we do with the bottom panel. Mainly to
avoid bothering if the project is not using C#.
2020-09-04 02:07:12 +02:00
Ignacio Etcheverry
a0ef3ba5c8 C#: Fix Godot failing to find class namespace 2020-09-04 01:26:05 +02:00
Ignacio Etcheverry
136181bb50 Fix 'Parameter "assembly" is null' error
This error was normally being printed when
trying to open the project assembly while
the project was not yet built.
The error should not be printed. It's the job
of this method's caller to decide whether to
print an error or not if loading failed.
2020-09-04 01:08:44 +02:00
Ignacio Etcheverry
9e8a5e4b5a Fix parsing of C# files with spaces in the path 2020-09-04 01:01:10 +02:00
bruvzg
80b8eff6aa
[Complex Test Layouts] Change String to use UTF-32 encoding on all platforms. 2020-09-03 19:56:24 +03:00
Ignacio Etcheverry
206501a45e C#: Fix Windows detection for copying MSBuild stub
Previous condition checked only the host
platform. This was a problem as our official
builds are from Linux.
2020-09-03 09:09:04 +02:00
Marcel Admiraal
cba4a93a34 Merge python EnvironmentError, IOError and WindowsError into OSError. 2020-09-02 15:58:07 +01:00
Aaron Franke
a6ff389a55
Simplify html_is_valid and allow it to work with 3 and 4 hex digits 2020-09-01 02:07:35 -04:00
Aaron Franke
ecd6a893b4
Change Color HTML conversion from ARGB to RGBA
Also add support for 3 and 4 digit values in C#. Now it actually matches the HTML/CSS spec.
2020-09-01 02:07:35 -04:00
Hugo Locurcio
c4903a603b
Add link titles for all links in the class reference
This makes them display in a nicer way in the editor help.
(The title will display instead of the full URL.)
2020-08-31 14:22:07 +02:00
Rémi Verschelde
db5ea78b7b
Merge pull request #41613 from neikeq/possibly
Fix clang-tidy warnings due to semicolon after mono module macros
2020-08-30 12:04:16 +02:00
Rémi Verschelde
30029e1d7f
Merge pull request #41611 from neikeq/issue-41444
C#: Fix crash on export when incorrectly freeing MonoAssemblyName
2020-08-30 12:02:55 +02:00
Ignacio Etcheverry
8c7553a076 Fix clang-tidy warnings due to semicolon after mono module macros
This also enforces them to end with a semicolon.
2020-08-30 02:17:04 +02:00
Ignacio Etcheverry
99740850a2 C#: Fix InvalidCastException on export 2020-08-30 01:55:21 +02:00
Ignacio Etcheverry
7c7d724453 C#: Fix crash on export when incorrectly freeing MonoAssemblyName 2020-08-30 01:48:43 +02:00
Thaina Yu
5dc3900727
Mono: Improve MSBuildFinder logic on Windows
Support detecting both 32-bit and 64-bit installations of `vswhere.exe`.
2020-08-29 12:55:29 +02:00
Ignacio Etcheverry
2bd6252e92 C#: Fix 'Parameter toolsPath cannot be null' error 2020-08-24 11:24:08 +02:00
Rémi Verschelde
0559d1001c
Merge pull request #41410 from neikeq/no-bom-on-csproj-creation
C#: Save newly created csproj files without BOM
2020-08-21 02:02:17 +02:00
Rémi Verschelde
ebc194c258
Merge pull request #41409 from neikeq/fix-null-in-msbuild-logger
C#: Fix null exception in our MSBuild logger
2020-08-21 01:58:54 +02:00
Ignacio Etcheverry
b5f6285f34 C#: Save newly created csproj files without BOM 2020-08-21 01:48:56 +02:00
Ignacio Etcheverry
7eed8c5a0c C#: Fix null exception in our MSBuild logger 2020-08-21 01:47:47 +02:00
Ignacio Etcheverry
8bb48ae57a Mono/C#: Fix editor using wrong project assembly path in rare cases
We were removing invalid path characters from the
name in C++ code, but the C# editor code wasn't.
2020-08-21 01:42:47 +02:00
Ignacio Etcheverry
6e7da72648 C#: Fix editor unable to play game after IDE PlayRequest
The editor wasn't clearing the debugger agent
settings properly after a processing a play
request from an IDE. This caused consequent play
attempts to fail if not launched from the IDE,
as the game would still attempt and fail to
connect to the debugger.

The concrete cause: Forgetting to clear the
`GODOT_MONO_DEBUGGER_AGENT` environment variable.
2020-08-19 00:14:57 +02:00
Aaron Franke
56e2c6c704
Make all String float conversion methods be 64-bit 2020-07-27 18:38:53 -04:00
Nhiqill
42d1b4f389 Pop from front to avoid infinite loop with nested classes 2020-07-27 16:36:56 -04:00
Rémi Verschelde
dc456059a4
Merge pull request #40595 from neikeq/godot-net-sdk-and-net-standard
C#: Switch games to MSBuild Sdks and .NET Standard
2020-07-26 20:47:35 +02:00
Rémi Verschelde
f940e5e000 CI: Install master version of psf/black
Until https://github.com/psf/black/pull/1328 makes it in a stable release,
we have to use the latest from Git.

Apply new style fixes done by latest black.
2020-07-26 19:48:25 +02:00
Ignacio Etcheverry
ced77b1e9b C#: Switch games to MSBuild Sdks and .NET Standard
Godot.NET.Sdk
-------------

Godot uses its own custom MSBuild Sdk for game
projects. This new Sdk adds its own functionality
on top of 'Microsoft.NET.Sdk'.

The new Sdk is resolved from the NuGet package.

All the default boilerplate was moved from game
projects to the Sdk. The default csproj for
game project can now be as simple as:

```
<Project Sdk="Godot.NET.Sdk/4.0.0-dev2">
  <PropertyGroup>
    <TargetFramework>netstandard2.1</TargetFramework>
  </PropertyGroup>
</Project>
```

Source files are included by automatically so
Godot no longer needs to keep the csproj in sync
when creating new source files.

Define constants
----------------

Godot defines a list of constants for conditional
compilation. When exporting games, this list also
included engine 'features' and platform 'bits'.
There were a few problems with that:

- The 'features' constants were only defined when
  exporting games. Not when building the game for
  running in the editor player.
- If the project was built externally by an IDE,
  the constants wouldn't be defined at all.

The new Sdk assigns default values to these
constants when not built from the Godot editor,
i.e.: when built from an IDE or from the command
line. The default define constants are determined
from the system MSBuild is running on.

However, it's not possible for MSBuild to
determine the set of supported engine features.
It's also not possible to determine if a project
is being built to run on a 32-bit or 64-bit
Godot executable.

As such the 'features' and 'bits' constants had
to be removed.
The benefit of checking those at compile time
was questionable, and they can still be checked
at runtime.

The new list of define constants includes:

- GODOT
- GODOT_<PLATFORM>
  Defaults to the platform MSBuild is running on.
- GODOT_<PC/MOBILE/WEB>
- TOOLS
  When building with the 'Debug' configuration
  (editor and editor player).
- GODOT_REAL_T_IS_DOUBLE
  Not defined by default unless $(GodotRealTIsDouble)
  is overriden to be 'true'.

.NET Standard
-------------

The target framework of game projects was changed
to 'netstandard2.1'.
2020-07-25 19:22:01 +02:00
George Marques
2b9d9bc364
Remove multilevel calls
In general they are more confusing to users because they expect
inheritance to fully override parent methods. This behavior can be
enabled by script writers using a simple super() call.
2020-07-24 14:13:58 -03:00
mega-bit
0ca96ae2c1 Fix typos in GodotSharp code docs 2020-07-22 22:46:04 +02:00
Ignacio Etcheverry
4a30289eee C#: Fix restore not called when building game projects 2020-07-22 14:28:47 +02:00
Aaron Franke
ad96b6314c
Fix XML in Plane.cs 2020-07-21 20:13:51 -04:00
Aaron Franke
83e324d670
Update core documentation to match recent C# changes
Also a few minor API changes like adding AABB.abs()

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2020-07-21 14:44:53 -04:00
Rémi Verschelde
861c6c63b6
Merge pull request #40218 from aaronfranke/mono-docs
Add C# XML documentation to core C# math types
2020-07-14 10:17:10 +02:00
Aaron Franke
9986439352
Commit other files changed by file_format.sh 2020-07-13 14:14:11 -04:00
Aaron Franke
5fd4fa0b73
Add C# XML documentation to core C# math types 2020-07-11 05:07:24 -04:00
bruvzg
5d54c015b2
[macOS, Mono] Fix "Wdeprecated-declarations" build error. 2020-07-10 18:45:12 +03:00
George Marques
9654365547
Add a map of autoloads to ProjectSettings
So places that need to look into it can use the list instead of parsing
ProjectSettings details (like checking "*" in path for testing if it's
singleton).
2020-07-06 12:35:51 -03:00
Daniel Doran
c3b16e825c Fix Mono PackedArray Marshalling 2020-07-05 14:54:31 -06:00
Rémi Verschelde
347a55d4c2
Merge pull request #40137 from neikeq/fix-clangtidy-warnings-mono
Mono/C#: Fix several clang-tidy warnings and cleanup
2020-07-05 22:32:27 +02:00
Ignacio Etcheverry
2511c43972 Mono/C#: Fix several clang-tidy warnings and cleanup 2020-07-05 19:19:36 +02:00
endlesstravel
d2461bad63 fix crash when pass null in print array in GD.print
fix crash when pass null in print array in GD.print 2

fix crash when pass null in print array in GD.print 3

fix space
2020-07-03 16:55:09 +08:00
G'lek
a5abacd1e7
Change assembly watcher after notification changes
Fixed Mono not building after #39986 was merged due to a constant that got renamed.
2020-06-30 17:41:38 -04:00
Rémi Verschelde
87d2397273
Merge pull request #39837 from neikeq/fix-invalid-unbox-long-as-int
Mono/C#: Fix InvalidCast because of attempt to unbox long as int
2020-06-26 07:56:42 +02:00
Rémi Verschelde
aa42bd14ac
Merge pull request #39839 from neikeq/use-/restore-instead-of-/t-restore
Mono/C#: Use /restore instead of /t:restore when building
2020-06-26 07:49:40 +02:00
Ignacio Etcheverry
4b0c78b3ca Mono/C#: Use /restore instead of /t:restore when building
Documentation recommends not to use /t:restore
together with other targets (like /t:build),
as it messes with the environment.
2020-06-25 23:50:05 +02:00
Ignacio Etcheverry
e8d632720f Mono/C#: Fix InvalidCast because of attempt to unbox long as int 2020-06-25 23:37:53 +02:00
Ignacio Etcheverry
f87ae395ee Mono/C#: Fix unhandled exception not being printed
For some reason `mono_unhandled_exception` is not
printing the exception as its comment claims.
Use `mono_print_unhandled_exception` instead.
2020-06-25 23:28:53 +02:00
Rémi Verschelde
04795d7f1e
Merge pull request #39739 from MichaelBelousov/fix/long-enum-fix-rider-cast
fix underlying type of enum crashing cast in RiderPathManager
2020-06-24 22:51:07 +02:00
Michael Belousov
9f61f1ed54 Mono: fix bad long casts and wrong underlying enum types in GodotTools 2020-06-24 09:35:13 -04:00
Rémi Verschelde
7d60a88888
Merge pull request #39783 from neikeq/messaging-codecompletion-localize-fix
C#: Fix completion request with case insensitive resource path
2020-06-24 01:00:05 +02:00
Ignacio Etcheverry
d569b447ff C#: Fix completion request with case insensitive resource path
Sometimes Visual Studio documents have the root path all in upper case.
Since Godot doesn't support loading resource files with a case insensitive path,
this makes script resource loading to fail when the Godot editor gets code
completion requests from Visual Studio.
This fix allows the resource path part of the path to be case insensitive. It
still doesn't support cases where the rest of the path is also case insensitive.
For that we would need a proper API for comparing paths. However, this fix
should be enough for our current cases.
2020-06-23 20:29:19 +02:00
Hugo Locurcio
31b7f02a29
Remove ToolButton in favor of Button
ToolButton has no redeeming differences with Button;
it's just a Button with the Flat property enabled by default.
Removing it avoids some confusion when creating GUIs.

Existing ToolButtons will be converted to Buttons, but the Flat
property won't be enabled automatically.

This closes https://github.com/godotengine/godot-proposals/issues/1081.
2020-06-19 20:49:49 +02:00
Rémi Verschelde
d5c659c992
Merge pull request #39652 from paulloz/generics-getnodesingroup
[mono] Implement generics GetNodesInGroup
2020-06-19 18:52:36 +02:00
Paul Joannon
183dc04d70 [mono] implement generics GetNodesInGroup 2020-06-19 08:49:24 +02:00
Rémi Verschelde
9562fb900e
Merge pull request #39629 from MichaelBelousov/dont-slice-longs-to-mono
Dont slice 64-bit integers marshaled to mono in dynamic contexts
2020-06-19 07:50:34 +02:00
Hugo Locurcio
24a8d43272 Document Mono-specific classes
This fully documents all Mono-specific classes.
2020-06-18 10:32:34 +02:00
Michael Belousov
60fcefba69 return boxed long when marshalling a godot int to mono runtime in dynamic contexts 2020-06-17 17:16:17 -04:00
Rémi Verschelde
ba0db95909 DocData: Skip language-specific ClassDoc without methods/constants
Removes the useless `@C#`, `@NativeScript` and `@VisualScript` entries.
2020-06-17 15:09:07 +02:00
Ignacio Etcheverry
7756351f47 Fix dynamic linking of MSVC Mono with MinGW Godot 2020-06-15 21:29:50 +02:00
Ignacio Etcheverry
54df72dcc6 C#: Add VisualStudio support 2020-06-15 21:29:16 +02:00
NutmegStudio
a77f633161 Fixes building mono release templates 2020-05-30 12:21:24 +07:00
Maganty Rushyendra
3d03be7a56 Update Mono C# warning to reflect latest list of platforms supported
Simple fix for #38627. iOS (#20268) and HTML5 (#20270) removed from list of exceptions
for platforms supported in warning message.
2020-05-26 09:19:45 +08:00
Rémi Verschelde
2a3f650bf6
Merge pull request #38962 from neikeq/4.0-scons-option-build-cil
Add SCons option to not build C# solutions
2020-05-22 18:29:13 +02:00
Ignacio Etcheverry
e3a54152e4 Add SCons option to not build C# solutions 2020-05-22 17:44:33 +02:00
Rémi Verschelde
07ada02cb4
Merge pull request #38943 from neikeq/yakamashi
Mono/C#: Don't try to load project assembly in project manager
2020-05-22 09:16:26 +02:00
Ignacio Etcheverry
d7e21ecd63 Mono/C#: Don't try to load project assembly in project manager
This was causing an error message when launching the manager,
because there is no project assembly to load.
2020-05-22 02:17:59 +02:00
Ignacio Etcheverry
51e1614d28 Mono/C#: Fix values not updated in remote inspector 2020-05-22 00:58:38 +02:00
Rémi Verschelde
cba1f492cc
Merge pull request #38863 from neikeq/csharp-no-false-error-objtype-reload
Mono/C#: Remove script load error about not a Godot.Object
2020-05-19 20:48:59 +02:00
Ignacio Etcheverry
38cd2152e6 Mono/C#: Remove script load error about not a Godot.Object
Any C# file can be loaded as script and at load
time we don't yet know if it's actually meant to
be used as a script. As such, such an check can
result in a lot of false errors.

If the file is really meant to be used as a
script, an error would be printed later when
attempting to instantiate it any way.
2020-05-19 17:51:56 +02:00
Ignacio Etcheverry
9fa4b402a7 Added tests for ClassDB 2020-05-16 17:32:58 +02:00
Rémi Verschelde
07bc4e2f96 Style: Enforce separation line between function definitions
I couldn't find a tool that enforces it, so I went the manual route:
```
find -name "thirdparty" -prune \
  -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \
  -o -name "*.glsl" > files
perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files)
misc/scripts/fix_style.sh -c
```

This adds a newline after all `}` on the first column, unless they
are followed by `#` (typically `#endif`). This leads to having lots
of places with two lines between function/class definitions, but
clang-format then fixes it as we enforce max one line of separation.

This doesn't fix potential occurrences of function definitions which
are indented (e.g. for a helper class defined in a .cpp), but it's
better than nothing. Also can't be made to run easily on CI/hooks so
we'll have to be careful with new code.

Part of #33027.
2020-05-14 16:54:55 +02:00
Rémi Verschelde
0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
2020-05-14 16:54:55 +02:00
Rémi Verschelde
1a8167867b Modernize remaining uses of 0/NULL instead of nullptr (C++11)
Using clang-tidy's `modernize-use-nullptr`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-nullptr.html
2020-05-14 13:45:01 +02:00
Rémi Verschelde
1f6f364a56 Port member initialization from constructor to declaration (C++11)
Using `clang-tidy`'s `modernize-use-default-member-init` check and
manual review of the changes, and some extra manual changes that
`clang-tidy` failed to do.

Also went manually through all of `core` to find occurrences that
`clang-tidy` couldn't handle, especially all initializations done
in a constructor without using initializer lists.
2020-05-14 10:01:56 +02:00
Rémi Verschelde
dbd90b9478
Merge pull request #38638 from pepegadeveloper123/mono_inherited_scene_bug
Fix inherited C# scene not inheriting parent's fields
2020-05-11 10:19:15 +02:00
Rémi Verschelde
54bb4cb6d6
Merge pull request #38650 from neikeq/dotnet-cli-support
C#: Support for building with the dotnet CLI
2020-05-11 10:16:01 +02:00
Ignacio Etcheverry
dcf1dc4fe0 C#: Support for building with the dotnet CLI
By adding a reference to the 'Microsoft.NETFramework.ReferenceAssemblies' nuget
package, we can build projects targeting .NET Framework with the dotnet CLI.
By referencing this package we also don't need to install Mono on Linux/macOS
or .NET Framework on Windows, as the assemblies are taken from the package.
2020-05-11 08:17:37 +02:00
Ignacio Etcheverry
840255a04b Implement CSharpScript::inherits_script 2020-05-10 21:49:15 +02:00
pepegadeveloper123
4e00d8520d Inherited C# scene not inheriting parent's fields
When a child scene inherits a parent scene with a C# root node, the
parent scene's export variables appear to assume values set in the
parent scene, in the child scene's Inspector. However, when the child
scene is played, the parent scene's export variables assume default
values.
When a node is created, it inherits its parent C# script's fields from
the map CSharpScriptInstance::script->member_info. However this map was
not initialized outside the editor, and this commit ensured it is. This
fixes issues #36480 and #37581.
2020-05-11 03:20:11 +09:00
Rémi Verschelde
94721f5ab8 Revert "Renamed plane's d to distance"
This reverts commit ec7b481170.

This was wrong, `d` is not a distance but the `d` constant in the
parametric equation `ax + by + cz = d` describing the plane.
2020-05-10 16:47:11 +02:00
Rémi Verschelde
6ab92464bc
Merge pull request #38621 from akien-mga/stylé-comme-jamais
Style: clang-format: Disable if statements and case labels on single line
2020-05-10 15:38:53 +02:00
Ignacio Roldán Etcheverry
54b20a25b9
Merge pull request #38600 from neikeq/no
Switch to nuget Microsoft.Build and rewrite GodotTools messasing protocol
2020-05-10 13:33:03 +02:00
Rémi Verschelde
69de7ce38c Style: clang-format: Disable AllowShortCaseLabelsOnASingleLine
Part of #33027.
2020-05-10 13:13:54 +02:00
Rémi Verschelde
e956e80c1f Style: clang-format: Disable AllowShortIfStatementsOnASingleLine
Part of #33027, also discussed in #29848.

Enforcing the use of brackets even on single line statements would be
preferred, but `clang-format` doesn't have this functionality yet.
2020-05-10 13:12:16 +02:00
Marcus Elg
ec7b481170 Renamed plane's d to distance 2020-05-10 12:12:51 +02:00
Ignacio Etcheverry
3ce09246d1 C#: Rewrite GodotTools messaging protocol 2020-05-09 21:49:40 +02:00
Ignacio Etcheverry
f3bcd5f8dd C#: Use Sdks in GodotTools csprojs and switch to nuget Microsoft.Build 2020-05-09 21:36:31 +02:00
Ignacio Etcheverry
af4acb5b11 C#/Mono: Check assembly version when loading
Not sure if we should check revision too, but this is good enough for what we want.
This will be needed to load the correct Microsoft.Build when we switch to the nuget version.
2020-05-09 20:54:16 +02:00
Ignacio Etcheverry
4441222194 C#: Remove StringExtensions.Empty() function
Causes issues with some editors as it's confused with `string.Empty`.
Should use `string.IsNullOrEmpty(str)` instead.
2020-05-09 20:48:00 +02:00
Ignacio Roldán Etcheverry
61306eb830
Merge pull request #38596 from neikeq/msbuild-restore
Mono: Use msbuild instead of nuget.exe for restoring
2020-05-09 20:16:52 +02:00
Ignacio Etcheverry
b61ffef0ab Mono: Use msbuild instead of nuget.exe for restoring
- Make GodotTools output directly to the SCons output directory.
- Removed xbuild_fallback from the build system.
2020-05-09 19:45:04 +02:00
Ignacio Etcheverry
e0a001549e Mono: Fix hot-reloading of nested classes 2020-05-09 19:18:28 +02:00
Rémi Verschelde
ae33cf5f45
Merge pull request #36379 from aaronfranke/color-constructors
Add a Color constructor for Color with alpha
2020-05-07 21:16:51 +02:00
Hugo Locurcio
596d426151
Remove some C++11 polyfill defines that are no longer needed 2020-05-03 00:42:04 +02:00
Aaron Franke
90df1d67cb
Color with alpha constructor 2020-04-29 14:41:12 -04:00
Nannaquin
0ac6f4c40b Fix growMargin() not returning modified Rect2/Rect2i 2020-04-29 11:29:57 -04:00
Aaron Franke
ad3c3e1bbb
[Mono] Rename LinearInterpolate to Lerp 2020-04-29 04:02:24 -04:00
Rémi Verschelde
41af228b76
Merge pull request #36960 from pycbouh/docs-improve-shortcuts
Improve shortcut formatting in docs
2020-04-29 09:40:52 +02:00
Ignacio Etcheverry
f5510262bc Mono/C#: Fix load hook not called for some assemblies on domain reload 2020-04-23 18:55:44 +02:00
Ignacio Etcheverry
81f13f6171 C#: Fix always saving copy of csproj even with no changes
This was a regression from 93d7ec8836 (#38110).
Mono's old implementation of Microsoft.Build hardcodes HasUnsavedChanges to
always return true.
This workaround can be reverted once we switch to official Microsoft.Build.
2020-04-23 16:18:55 +02:00
Rémi Verschelde
8012be867c
Merge pull request #38123 from neikeq/fix-hotreload-twice
Mono/C#: Fix assemblies being reloaded a second time unnecesarily
2020-04-23 11:34:28 +02:00
Ignacio Etcheverry
20b9dbb1d5 C#: Revert marshalling of IDictionary/IEnumerable implementing types
Added marshalling for `System.Collections.Generic.List<T>` and
`System.Collections.Generic.Dictionary<TKey, TValue>`.
2020-04-23 02:26:43 +02:00
Ignacio Etcheverry
c9882e61e2 Mono/C#: Fix assemblies being reloaded a second time unnecesarily 2020-04-23 02:23:25 +02:00
Ignacio Roldán Etcheverry
28f0b15c9d
Merge pull request #38117 from neikeq/export-mono-array-godot-object
Mono/C#: Allow exporting System.Array of type Godot.Object
2020-04-22 17:41:34 +02:00
Ignacio Roldán Etcheverry
3ad9652a5d
Merge pull request #38110 from neikeq/csproj-safer-migration
C#: Save copy of sln and csproj before applying fixes
2020-04-22 17:27:07 +02:00
Ignacio Etcheverry
0fec3cb5ed Mono/C#: Allow exporting System.Array of type Godot.Object 2020-04-22 17:19:45 +02:00
Ignacio Etcheverry
93d7ec8836 C#: Save copy of sln and csproj before applying fixes 2020-04-22 16:50:43 +02:00
Ignacio Etcheverry
71fc87e101 Mono/C#: Allow debugging exported games
- Include PDB files in exported games.
- Release export templates also allow debugging now.

Right now the only way to enable debugging in exported games is with the  environment variables, which may be cumbersome or not even possible on some platforms.
2020-04-22 16:44:03 +02:00
Juan Linietsky
5d4dc2d45c Add ability to bind typed arrays to script API
Note: Only replaced 2 instances to test, Node.get_children and TileMap.get_used_cells
Note: Will do a mass replace on later PRs of whathever I can find, but probably need
a tool to grep through doc.
Warning: Mono will break, needs to be fixed (and so do TypeScript and NativeScript, need to ask respective maintainers)
2020-04-21 10:15:40 +02:00
Juan Linietsky
ae09b55a19 Exposed RenderingDevice to script API
Also added an easier way to load native GLSL shaders.

Extras:

Had to fix no-cache for subresources in resource loader, it was not properly working, making shaders not properly reload.

Note:

The precommit hooks are broken because they don't seem to support enums from one class being used in another.
Feel free to fix this after merging this PR.
2020-04-20 21:21:58 -03:00
Rémi Verschelde
2cd952bd84 Fix handling of PROPERTY_USAGE_SUBGROUP in DocData and editor
Subgroups were added in #37678 but not properly handled everywhere
where PROPERTY_USAGE_GROUP is.
2020-04-20 17:13:06 +02:00
Rémi Verschelde
408fab8442 Mono: Fix include for Android support
This was a typo in #37153.

Co-authored-by: Ignacio Etcheverry <ignalfonsore@gmail.com>
2020-04-18 21:28:51 +02:00
Yuri Sizov
1ea7295bd2 Improve shortcut formatting in docs 2020-04-10 18:42:11 +03:00
Ignacio Etcheverry
27ddb27da8 Fix C# bindings after recent breaking changes 2020-04-03 01:38:48 +02:00
Rémi Verschelde
ea7b497065 Replace more occurrences of NULL with nullptr 2020-04-02 14:56:01 +02:00
lupoDharkael
95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
Rémi Verschelde
e53cbba36c
Merge pull request #37484 from Calinou/csharp-verbatim-string-highlight
Remove syntax highlighting for C# verbatim strings due to bugs
2020-04-01 15:10:19 +02:00
Hugo Locurcio
49efd6093e Remove syntax highlighting for C# verbatim strings due to bugs
This closes #32336.
2020-04-01 09:12:47 +02:00
Ignacio Etcheverry
77dd061345 Mono/C#: Add iOS support
Right now, games only work on devices when exported with FullAOT+Interpreter.
There are some issues left that need to addressed for FullAOT alone. Right now,
it's giving issues with the Godot.NativeCalls static constructor.
2020-03-31 09:37:16 +02:00
Ignacio Etcheverry
fa08437694 Mono/C#: Fix MinGW build not supporting .lib libraries
MinGW should support both its own format `.a` and MSVC's format `.lib`,
but Mono's module was only using the former. With this change it's now
possible to build with MinGW and link the official Mono for Windows
which is built with MSVC.
2020-03-31 09:37:11 +02:00
Rémi Verschelde
f3c74afd28
Merge pull request #37436 from akien-mga/doc-node-renames
doc: Update classref with node renames
2020-03-30 20:32:11 +02:00
Rémi Verschelde
eaaee63b62 doc: Update classref with node renames
A few extra renames for classes which were missed in last week's PRs.
2020-03-30 18:23:02 +02:00
Rémi Verschelde
cd4e46ee65 SCons: Format buildsystem files with psf/black
Configured for a max line length of 120 characters.

psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:

- Manually wrapped strings will be reflowed, so by using a line length
  of 120 for the sake of preserving readability for our long command
  calls, it also means that some manually wrapped strings are back on
  the same line and should be manually merged again.

- Code generators using string concatenation extensively look awful,
  since black puts each operand on a single line. We need to refactor
  these generators to use more pythonic string formatting, for which
  many options are available (`%`, `format` or f-strings).

- CI checks and a pre-commit hook will be added to ensure that future
  buildsystem changes are well-formatted.
2020-03-30 09:05:53 +02:00
Juan Linietsky
eaae4b6408 Renamed 2D and 3D nodes to make their types explicit
Fixes #30736.
2020-03-27 14:54:04 +01:00
Mateo Kuruk Miccino
f387b9b4f4 Multiple changes to DisplayServerX11
- Travis: Change x11 to linuxbsd
- SCons: Change x11 plataform to linuxbsd
- Plugins: Remove ; to avoid fallthrough warning
- DisplayServerX11: Implement set_icon
- DisplayServerX11: Fix X11 bug when a window was erased from windows
  map, all the changes from that erased windows are sending to the main
  window
- DisplayServerX11: Reorder create_window commands
- DisplayServerX11: Change every Size2 to Size2i and Rect2 to Rect2i
  where it belongs

+ More X11 fixes which have been integrated directly back into reduz's
original commits while rebasing the branch.
2020-03-26 15:49:54 +01:00
Rémi Verschelde
3d2dd79ecd SCons: Drop support for Python 2
We now require SCons 3.0+ (first version with Python 3 support),
and we set min required Python 3 version to 3.5 (3.4 and earlier are
EOL).
2020-03-25 15:25:37 +01:00
Rémi Verschelde
cfd84625f0 Move DocData and Collada out of their subfolders
Now that the unused DocDump was removed, the `editor/doc` subfolder is
redundant.

Similarly, there's no reason for Collada to have a subfolder for itself
when glTF or OBJ don't.
2020-03-24 09:56:04 +01:00
Rémi Verschelde
7acdf74a6a
Merge pull request #37210 from van800/fix-36995
Fix warning: Property not found: mono/editor/editor_path_optional
2020-03-22 09:34:47 +01:00
Aaron Franke
7dbe8b65ae
Make file formatting comply with POSIX and Unix standards
UTF-8, LF, no BOM, and newlines at the end of files
2020-03-21 17:41:03 -04:00
Ivan.Shakhov
05946be2f1 Fix warning: Property not found: mono/editor/editor_path_optional (#36995) 2020-03-21 15:33:14 +01:00
Rémi Verschelde
194d2ccb72
Merge pull request #37116 from neikeq/issue-12917
Sync csproj when files are changed from the Godot FileSystem dock
2020-03-18 16:07:49 +01:00
Ignacio Roldán Etcheverry
97efd33ada
Merge pull request #37145 from neikeq/issue-37128
C#: Fix uses of old Configuration names
2020-03-18 15:36:12 +01:00
Rémi Verschelde
4663625d11
Merge pull request #37112 from Xrayez/mono-generate-help
Generate command line help text for the `mono` module
2020-03-18 15:32:08 +01:00
Ignacio Etcheverry
40f8de4c1e Sync csproj when files are changed from the Godot FileSystem dock 2020-03-18 15:06:41 +01:00
Ignacio Etcheverry
66c0b7ce98 C#: Fix uses of old Configuration names 2020-03-18 14:50:49 +01:00
Ignacio Roldán Etcheverry
f62fc10bb6
Merge pull request #37131 from van800/master
fix RiderPathLocator - searching for toolbox on Mac
2020-03-18 14:25:02 +01:00
Ivan.Shakhov
dc16b8742a fix RiderPathLocator - searching for toolbox on Mac 2020-03-18 09:23:29 +01:00
Ignacio Roldán Etcheverry
ed298f5982
Merge pull request #36756 from aaronfranke/mono-vec2i3i
[Mono] Add Vector2i and Vector3i
2020-03-18 02:23:03 +01:00
Aaron Franke
9b322d46d3
[Mono] Marshaling for Vector2i, Vector3i, and Rect2i 2020-03-17 18:03:28 -04:00
Aaron Franke
22ba912d90
[Mono] Add Vector2i, Vector3i, and Rect2i
These have conversion operators between their non-integer equivalents. Vector2i to Vector2 is implicit, while Vector2 to Vector2i is explicit. All conversion code is done in the integer files, so Vector2.cs contains no reference to Vector2i etc.
2020-03-17 18:03:28 -04:00
Ignacio Etcheverry
0b814ea78d Mono/C#: Optimize the way we store GC handles for scripts
Don't store GC handles for C# script instances and instance bindings as 'Ref<MonoGCHandle>'; store the raw data instead. Initially this was not possible as we needed to store a Variant, but this had not been the case for a looong time yet the stored type was never updated.
2020-03-17 21:51:05 +01:00
Ignacio Etcheverry
6a85cdf640 Fix C# bindings after recent breaking changes
Implementation for new Variant types Callable, Signal, StringName.
Added support for PackedInt64Array and PackedFloat64Array.

Add generation of signal members as events, as well as support for
user created signals as events.
NOTE: As of now, raising such events will not emit the signal. As such,
one must use `EmitSignal` instead of raising the event directly.

Removed old ThreadLocal fallback class. It's safe to use thread_local now since
it's supported on all minimum versions of compilers we support.
2020-03-17 16:30:04 +01:00
Andrii Doroshenko (Xrayez)
94b6c1363c Generate command line help text for mono module 2020-03-17 17:26:09 +02:00
Rémi Verschelde
cb282c6ef0 Style: Set clang-format Standard to Cpp11
For us, it practically only changes the fact that `A<A<int>>` is now
used instead of the C++03 compatible `A<A<int> >`.

Note: clang-format 10+ changed the `Standard` arguments to fully
specified `c++11`, `c++14`, etc. versions, but we can't use `c++17`
now if we want to preserve compatibility with clang-format 8 and 9.
`Cpp11` is still supported as deprecated alias for `Latest`.
2020-03-17 07:36:24 +01:00
Ignacio Etcheverry
1b634785b5 C#: Replace uses of old Configuration and update old csprojs 2020-03-14 19:01:29 +01:00
Ivan Shakhov
ce01b83c4a reorder solution configurations + migration 2020-03-11 17:22:12 +01:00
Rémi Verschelde
478337c412
Merge pull request #36751 from Faless/debugger/threads_and_profilers
ScriptDebugger refactor, threading, profilers.
2020-03-09 19:08:07 +01:00
Andrii Doroshenko (Xrayez)
3acebdeecd Fix missing module editor icons
Module icons need to be renamed to PascalCase as well
for them to be registered in 4.0.

See godotengine/godot#36513.
2020-03-08 19:32:25 +02:00
Fabio Alessandrelli
b8ddaf9c33 Refactor ScriptDebugger.
EngineDebugger is the new interface to access the debugger.
It tries to be as agnostic as possible on the data that various
subsystems can expose.

It allows 2 types of interactions:

- Profilers:
  A subsystem can register a profiler, assigning it a unique name.
  That name can be used to activate the profiler or add data to it.
  The registered profiler can be composed of up to 3 functions:
    - Toggle: called when the profiler is activated/deactivated.
    - Add: called whenever data is added to the debugger
      (via `EngineDebugger::profiler_add_frame_data`)
    - Tick: called every frame (during idle), receives frame times.

- Captures: (Only relevant in remote debugger for now)
  A subsystem can register a capture, assigning it a unique name.
  When receiving a message, the remote debugger will check if it starts
  with `[prefix]:` and call the associated capture with name `prefix`.

Port MultiplayerAPI, Servers, Scripts, Visual, Performance to the new
profiler system.

Port SceneDebugger and RemoteDebugger to the new capture system.
The LocalDebugger also uses the new profiler system for scripts
profiling.
2020-03-08 12:36:39 +01:00
Fabio Alessandrelli
540ca05a80 Threaded networking for editor debugger. 2020-03-08 12:16:09 +01:00
Rémi Verschelde
6635e25b2c
Merge pull request #36842 from Phischermen/mono-resource-loader-extension-update
Mono/C#: Add missing parameters to 'ResourceLoader.Load<T>()'
2020-03-06 22:54:11 +01:00
Phischermen
1b0819bd59 Added parameters to Load() 2020-03-06 13:41:35 -08:00
Rémi Verschelde
5b040ef2e8 Mono: Fix detection of Apple platforms in build script 2020-03-05 09:00:41 +01:00
Rémi Verschelde
30ff00d6c8
Merge pull request #36657 from van800/rpl3
On Windows find Rider installed for CurrentUser
2020-03-04 10:27:03 +01:00
Raul Santos
6b9c22542f
Fix missing null check in Mono Binding of GD.print 2020-03-02 16:26:29 +01:00
Ivan Shakhov
c95e20a089 On Windows find Rider installed for CurrentUser 2020-02-28 21:34:20 +01:00
Juan Linietsky
475e4ea67b Removed interactive loader, added proper thread loading. 2020-02-28 11:20:45 -03:00
Rémi Verschelde
b7b3978684
Merge pull request #36556 from RandomShaper/rework_mutex
Reimplement `Mutex` with C++'s `<mutex>` (plus more)
2020-02-28 00:26:01 +01:00
Rémi Verschelde
5c4878191a
Merge pull request #36602 from van800/jetbrains_msbuild
Allow using Rider MSBuild on Windows, when Rider is selected as external editor
2020-02-27 20:46:50 +01:00
Ivan Shakhov
a9c2ab81cf use Rider MSBuild on Windows, when Rider is selected as external editor 2020-02-27 15:32:35 +01:00
Ivan Shakhov
33af53c1a6 Support toolbox custom "Tools install location", by reading .settings.json 2020-02-27 15:22:12 +01:00
Pedro J. Estébanez
18fbdbb456 Reimplement Mutex with C++'s <mutex>
Main:
- It's now implemented thanks to `<mutex>`. No more platform-specific implementations.
- `BinaryMutex` (non-recursive) is added, as an alternative for special cases.
- Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes.
- Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts.
- A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this.
- `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`.
- Thread-safe utilities are therefore simpler now.

Misc.:
- `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
- Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock).
- `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
2020-02-26 20:40:10 +01:00
Juan Linietsky
33b5c57199 Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.

Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.

For Variant, the float datatype is always 64 bits, and exposed as `float`.

We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.

Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-25 12:55:53 +01:00
Fabio Alessandrelli
cbc450c0e5 Huge Debugger/EditorDebugger refactor. 2020-02-21 11:12:03 +01:00
Juan Linietsky
69c95f4b4c Reworked signal connection system, added support for Callable and Signal objects and made them default. 2020-02-20 08:24:50 +01:00
Rémi Verschelde
213a85521d doc: Sync classref with current source
Handle removal of Pool*Array types and other recent changes.
2020-02-18 14:02:02 +01:00
Rémi Verschelde
702976cd7a Mono: Fix build after ObjectID and Texture2D changes 2020-02-18 11:36:48 +01:00
Juan Linietsky
3205a92ad8 PoolVector is gone, replaced by Vector
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
2020-02-18 10:10:36 +01:00
Juan Linietsky
867d073b98 Changed logic and optimized ObjectID in ObjectDB and Variant, removed RefPtr. 2020-02-15 08:36:04 -03:00
Rémi Verschelde
54ac8eaba6 Remove more deprecated methods and code 2020-02-13 12:37:45 +01:00
Rémi Verschelde
1f39a2d3e6 Remove deprecated sync and slave networking keywords
Those keywords were deprecated for 3.1 in #22087.

Also fix token name for `TK_REMOTE`, should be "remote" like the keyword.
2020-02-13 08:59:36 +01:00
Rémi Verschelde
09534e2922 Fix Mono and GDNative builds after changes to ObjectID
Issues caused by cf8c679a23.

The Mono change is actually a bugfix (used the int instead of ObjectID
by mistake).

The GDNative change is a temporary revert until a more exhaustive approach
is taken to make 'godot_int' 64-bit, is confirmed wanted by GDNative users.
2020-02-12 20:06:30 +01:00
Andrea Catania
eb07e87981 Optmized data sent during RPC and RSet calls.
- Now is sent the method ID rather the full function name.
- The passed IDs (Node and Method) are compressed so to use less possible space.
- The variant (INT and BOOL) is now encoded and compressed so to use much less data.
- Optimized RPCMode retrieval for GDScript functions.
- Added checksum to assert the methods are the same across peers.

This work has been kindly sponsored by IMVU.
2020-02-12 13:36:47 +01:00
Aaron Franke
0a39c7b354
[Mono] Basis/Transforms Array operator comments and improvements
The behavior for Basis and Transform2D is unchanged, and Transform gets new behavior. All of the behavior is identical to GDScript's behavior.
2020-02-10 12:20:04 -05:00
Rémi Verschelde
cedf9f68b1
Merge pull request #35649 from aaronfranke/color-unsigned
Use uint/ulong for Color in C#
2020-02-09 13:35:05 +01:00
Rémi Verschelde
9cc4f5e3ae
Merge pull request #36013 from raulsntos/fix-issubsequenceof
Avoid going out of bounds in IsSubsequenceOf
2020-02-09 00:02:30 +01:00
Raul Santos
4b79ef5ebe
Avoid going out of bounds in IsSubsequenceOf
Closes #35598
2020-02-08 12:07:41 +01:00
Marcel Admiraal
d2b02a3d7b Remove do{ } while(0) wrapper around error macros.
As pointed out by Faless, a do{ } while(0) wrapper around a continue or
break just ends the do{ } while(0) loop. The do{ } while(0) loop exists
to enable the macro to be used as a function which requires a semicolon.

The alternative approach is to use an if(1) { } else ((void)0) wrapper.
Since the macro already has an if(unlikely(m_cond)) { } this patch simply
adds the else ((void)0) to this if statement instead.

For consistency all the macros have been updated in the same way, and
trailing else warnings corrected. However, the wrappers around ERR_PRINT
and WARN_PRINT were removed, because they generated too many ambiguous
trailing else warnings. They are also single line macros so a wrapper is
not needed.
2020-02-08 11:21:46 +01:00
unknown
4aac44f173 Remove the last ERR_PRINTS that was missed by #33391 2020-02-07 00:15:46 +05:30
Marcel Admiraal
f0db13502a Remove duplicate WARN_PRINT macro. 2020-02-05 11:13:24 +01:00
Marcel Admiraal
5af3b4ca27 Remove duplicate ERR_PRINT macro. 2020-02-05 11:13:24 +01:00
Fabián L
f595486076
Fixed GetNodeOrNull<T>
GetNodeOrNull<T> was using GetNode instead of GetNodeOrNull
2020-01-29 14:54:40 -03:00
Aaron Franke
d49e8af8de
Use uint/ulong for Color in C# 2020-01-29 12:53:13 -05:00
Rémi Verschelde
c96f08dc86
Merge pull request #35527 from neikeq/issue-35259
Mono/C#: Fix _update_exports possible crash with Reference types
2020-01-24 21:51:57 +01:00
Rémi Verschelde
75ab07546b
Merge pull request #35524 from neikeq/issue-35496
Fix C# preprocessor infinite loop and incorrect parsing of `#if!`
2020-01-24 21:51:38 +01:00
Ignacio Etcheverry
966a126186 Mono/C#: Fix _update_exports possible crash with Reference types
The code was attempting to dynamic cast the native instance to Reference after
the managed instance was disposed. As the managed instance acts as a Ref,
the native instance was freed during that disposal.
This made the dynamic cast fail and we attempted to memdelete a second time.

The fix is to make the dynamic cast before disposal.
2020-01-24 18:28:40 +01:00
Ignacio Etcheverry
0604b1839d Fix C# preprocessor infinite loop and incorrect parsing of #if! 2020-01-24 17:53:17 +01:00
Rémi Verschelde
55f580b24a
Merge pull request #35491 from neikeq/issue-35450
Mono/C#: Lighten up unsafe reference checks
2020-01-23 23:06:58 +01:00
Ignacio Etcheverry
55b2e58a98 Mono/C#: Lighten up unsafe reference checks
Because of the weird case with multi-threading and ResourceLoader, it can be the case that a resource is GCed while being referenced again in the main thread. In such cases, a new unsafe reference is created before the finalizer thread removes the previous one.
2020-01-23 21:23:32 +01:00
Rémi Verschelde
cadf946863
Merge pull request #35478 from neikeq/issue-32260
Mono/C#: Add setting to include I18N assemblies in the exported game
2020-01-23 18:24:15 +01:00
Ignacio Etcheverry
59ec19d5a8 Mono/C#: Add setting to include I18N assemblies in the exported game 2020-01-23 17:47:09 +01:00
Rémi Verschelde
b75fff5a56
Merge pull request #35473 from neikeq/default-to-net47
Mono/C#: Default to net47 for new projects
2020-01-23 17:23:33 +01:00
Ignacio Etcheverry
82b0899e54 Mono/C#: Add Basis.Slerp, update Quat.Xform and add some math checks 2020-01-23 16:13:28 +01:00
Ignacio Etcheverry
d9ff5f7fc2 Mono/C#: Default to net47 for new projects 2020-01-23 15:57:47 +01:00
Ignacio Etcheverry
d53c15b12c Make script class parser errors to not abort the build
As our script class parser is error prone, we should not impede the build from continuing because of a parsing error.
This should be reverted in the future once we switch to Roslyn.
2020-01-21 20:07:26 +01:00
Ignacio Etcheverry
378fc592b1 Add dummy preprocessor for the C# script class parser
No attempts are made at conditional compilation. The main if branch is always assumed to be true.
2020-01-21 19:57:38 +01:00
Ignacio Etcheverry
e4330e33e6 Mono/C#: Fix error when parsing nested generics
Also fixed the editor not including the parse error message in the error.
2020-01-20 19:08:08 +01:00
Ignacio Etcheverry
a6105c8ea0 Fix ClassDB API portability with some android and editor classes
- `EditorNavigationMeshGenerator` was being registered as part of the Core API,
even after d3f48f88bb. We must make sure to
set Editor as the current ClassDB API type before creating an instance.

- The `VisualScriptEngineSingleton.constant` property has a property hint string
that's different between tools and non-tools builds. This commit makes the
hint string to no longer be set in `_bind_methods`, and to instead set it in
`_validate_property`. This way it's ignored when calculating the API hash.

- `JavaClassWrapper` is now registered in ClassDB on all platforms,
using a dummy implementation on platforms other than Android.
This fixes API portability between Android and other platforms.

- Updated `--class-db-json` command to ignore non-virtual methods that start
with an underscore (see: 4be87c6016).
2020-01-19 20:15:13 +01:00
Ignacio Roldán Etcheverry
1191d26ddc
Merge pull request #35208 from neikeq/mono-lazy-thread-attach
Mono/C#: Script interface calls now attach the current thread
2020-01-16 21:27:08 +01:00
Ignacio Etcheverry
d68b9c20d6 Mono/C#: Script interface calls now attach the current thread
Added guards to all C# script interface calls to attach the current thread
for the current scope if the thread is not already attached.
This is far from ideal, as attaching the thread is not cheap and all managed
thread local storage is lost when we detach the thread at the end of the calls.
However, it's the best we can do for now to avoid crashing
when an unattached thread tries to interact with C# code.
2020-01-16 17:47:36 +01:00
Ignacio Etcheverry
1a40f250bd Mono/C#: Fix false positive in unsafe reference checks 2020-01-15 23:46:42 +01:00
Rémi Verschelde
9b8d1383ce Mono: Fix parsing assembly names as UTF-8
Fixes #27185.
2020-01-15 11:51:03 +01:00
Ignacio Etcheverry
a6a5ef0fd6 Mono/C#: Add error checks to detect possible Reference leaks 2020-01-13 21:00:07 +01:00
Ignacio Etcheverry
ea737db43c Mono/C#: Fix _update_exports() leaking temporary Object/Node instances 2020-01-13 20:58:46 +01:00
dankan1890
51c601d2e3 [Mono]: the C# script icon is now visible in the editor. 2020-01-03 22:49:22 +01:00
Rémi Verschelde
399e53e8c3
Merge pull request #34784 from neikeq/fix-hintpath-godottools
Mono/C#: Fix wrong HintPath for package in GodotTools
2020-01-03 16:34:08 +01:00
Ignacio Etcheverry
9ce0ddcf0d Mono/C#: Fix wrong HintPath for package in GodotTools 2020-01-03 15:53:16 +01:00
Aaron Franke
68ba2588b8
[Mono] Color arithmetic operators 2020-01-03 06:00:14 -05:00
Aaron Franke
0b3f1cc70a
[Mono] Make Sign methods consistent with GDScript and System.Math 2020-01-02 16:41:41 -05:00
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
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
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
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
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
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
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
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
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
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
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
Rémi Verschelde
9f68626fb2 doc: Sync classref with current source
Also apply clang-format.
2019-12-13 10:41:06 +01:00
Rémi Verschelde
d39284a65f
Merge pull request #34295 from aaronfranke/potato-knishes
[Mono] Fix string Find methods having reversed case sensitivity
2019-12-13 08:47:26 +01:00
Aaron Franke
d09193b08a
Fix string Find methods having reversed case sensitivity 2019-12-12 02:21:16 -05:00
Aaron Franke
5771f9959c
Mono formatting
No space for casting, add spaces inside braces, 4 space indentation, remove trailing indentation, remove BOM.
2019-12-11 16:32:47 -05:00
Rémi Verschelde
cd9d513285
Merge pull request #34181 from van800/rider
Support Rider as external editor for Godot mono version
2019-12-11 09:20:31 +01:00
Ivan Shakhov
8fbc9d33fd Support Rider as External Editor 2019-12-11 08:39:04 +01:00
Jonas
11258db001
Fix missing null checks in Mono Binding of GD
The print methods of mono binding was missing null checks for the params
2019-12-06 11:56:50 +01:00
Ignacio Roldán Etcheverry
6544a0e908
Merge pull request #34018 from dsge/show-template-directory-path-in-error-message
Make sure to include the path in the "Data template directory not found" error message
2019-12-05 14:17:23 +01:00
Ignacio Etcheverry
066ae9d83b Mono/C#: Several android fixes
- 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.
2019-12-04 19:03:42 +01:00
Ignacio Etcheverry
3797f19926 C#: Add Duplicate method to the Array and Dictionary bindings 2019-12-04 15:22:30 +01:00
dsge
81cae314b4 Make sure to include the path in the "Data template directory not found" error message 2019-11-30 15:44:18 +01:00
Rémi Verschelde
fa0e682027
Merge pull request #33982 from neikeq/issue-29349
Mono/C#: Add option to export assemblies outside of PCK
2019-11-29 11:37:18 +01:00
Ignacio Etcheverry
85d8c42763 Mono/C#: Fix crash on exported games that don't use C# 2019-11-29 01:35:46 +01:00
Ignacio Etcheverry
66de28eda8 Mono/C#: Add option to export assemblies outside of PCK
When using this options, assemblies will be saved in the Assemblies folder of the  data directory: 'data_AppName/Assemblies/'.
2019-11-29 00:36:05 +01:00
Rémi Verschelde
636bc5c32f
Merge pull request #33828 from neikeq/貴様
Mono/C#: Prevent SCons from building API solutions in parallel
2019-11-23 11:24:48 +01:00
Ignacio Etcheverry
ebdd2bc474 Mono/C#: Prevent SCons from building API solutions in parallel 2019-11-22 23:42:24 +01:00
Rémi Verschelde
c41c24562d Style: Add missing copyright headers 2019-11-22 08:37:09 +01:00
Ignacio Roldán Etcheverry
63b321dbbb
Merge pull request #33791 from neikeq/issue-33761
C#: Fix PathWhich on Windows when name already has extension
2019-11-21 21:34:12 +01:00
Ignacio Etcheverry
f91416d9ac C#: Fix PathWhich on Windows when name already has extension
Also make the Posix version of PathWhich check if the file has executable access.
2019-11-21 14:53:00 +01:00
Rémi Verschelde
73323a2838
Merge pull request #33763 from neikeq/issue-33725
Fix C# export error dialog showing up when it should not
2019-11-20 13:23:20 +01:00
Ignacio Etcheverry
d79aeca599 Fix C# export error dialog showing up when it should not 2019-11-20 13:07:26 +01:00
Ignacio Etcheverry
3f247ea507 Mono/C#: Bundle libmono-btls-shared.dll on Windows if it exists 2019-11-19 17:22:06 +01:00
Ignacio Etcheverry
008769aee9 C#: Throw NullReferenceException for null NodePath/RID params 2019-11-18 12:23:54 +01:00
Ignacio Etcheverry
8cbe4a3db4 Make C# internal calls return structs as ref parameters
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.
2019-11-15 03:22:25 +01:00
Ignacio Etcheverry
2b67924a0b Mono/C#: Initial exporter support for AOT compilation 2019-11-15 03:22:18 +01:00
Ignacio Etcheverry
de7c2ad21b Mono/C#: WebAssembly support 2019-11-13 21:41:11 +01:00
Ignacio Roldán Etcheverry
953f37f49b
Merge pull request #33249 from JoshLee0915/MonoHeadlessServer
Added missing server platform checks to template dir and shared lib copy in mono_configure.py
2019-11-12 14:57:29 +01:00
Rémi Verschelde
77816fea8b
Merge pull request #32477 from aaronfranke/equal-approx-separate
Make is_equal_approx separate and make == exact again
2019-11-07 14:54:15 +01:00
Aaron Franke
4922a48a9e
[Mono] Alphabetize Mathf 2019-10-29 10:10:24 -04:00
Rémi Verschelde
e96319c7f3
Merge pull request #32670 from aaronfranke/mono-plane
[Mono] Change Plane intersect methods to return nullable Vector3
2019-10-23 21:44:05 +02:00
JoshLee0915
cbd98d0fcf Added the server platform checks to template dir and shared lib copy 2019-10-21 20:47:24 -06:00
Aaron Franke
218f38c7ec
Expose is_equal_approx and restore == to be exact again
This commit changes behavior for GDScript and C#.

Also did some organizing of the order to logically group related methods, mostly for Rect2 and AABB.
2019-10-14 16:48:59 -04:00
Aaron Franke
86922ff70b
Make is_equal_approx separate for structures
This commit adds exposed behavior for C#
2019-10-14 16:46:54 -04:00
Ignacio Etcheverry
8a0c0371d4 C#: Fix regression from #32732 caused a crash on domain reload 2019-10-12 21:27:56 +02:00
Rémi Verschelde
3cc94b2c0b Mono: Fix template build after #32732 2019-10-11 15:17:36 +02:00
Ignacio Etcheverry
8c438a2197 C#: Fix detection of outdated release Godot API assemblies 2019-10-11 01:46:06 +02:00
Aaron Franke
643874f8ca
[Mono] Change Plane intersect methods to return nullable Vector3 2019-10-08 22:47:22 -04:00
Rémi Verschelde
f3f2fdfbab Mono: Fix detection of MsBuild from Visual Studio
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.
2019-10-03 14:13:41 +02:00
Ignacio Roldán Etcheverry
763a4d8402
Merge pull request #32401 from neikeq/Kisaama!
Mono: Don't compare API hashes on release builds
2019-09-28 03:31:37 +02:00
Ignacio Etcheverry
1509890dbc Mono: Don't compare API hashes on release builds
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.
2019-09-28 01:07:57 +02:00
Rémi Verschelde
e067a54988
Merge pull request #32353 from neikeq/yamero
Mono: Improve API assembly load error message on exported games
2019-09-26 07:31:03 +02:00
Rémi Verschelde
0a10e07124
Merge pull request #32352 from neikeq/issue-32237
Mono: Don't use project settings for debugger agent on exported games
2019-09-26 07:29:25 +02:00
Ignacio Etcheverry
2325fb11a8 Mono: Improve API assembly load error message on exported games 2019-09-25 22:32:39 +02:00
Ignacio Etcheverry
5ff4e0516b Mono: Don't use project settings for debugger agent on exported games 2019-09-25 22:03:24 +02:00
Rémi Verschelde
dec10dd776
Merge pull request #32051 from qarmin/some_error_explanation
Added some obvious errors explanations
2019-09-25 11:51:54 +02:00
qarmin
17732fe698 Added some obvious errors explanations 2019-09-25 10:28:50 +02:00
Ignacio Etcheverry
c4fa027614 Improve C# bindings generator errors for default param values 2019-09-24 15:09:54 +02:00
Rémi Verschelde
9c116f4f1d
Merge pull request #32223 from neikeq/cs_glue_version_fix
C#: Make sure cs_glue_version is present when building export templates
2019-09-20 17:46:34 +02:00
Ignacio Etcheverry
95c685143a C#: Make sure cs_glue_version is present when building export templates 2019-09-20 17:41:20 +02:00
Rémi Verschelde
f9db6ad8c5
Merge pull request #31919 from m4gr3d/use_aar_for_custom_build
Leverage Android archive (AAR) file for Godot custom build
2019-09-19 20:22:09 +02:00
Chaosus89
46bb523db7 [Mono] Corrected rectangle intersection 2019-09-16 09:49:04 +03:00
Rémi Verschelde
24e1039eb6
Merge pull request #32045 from neikeq/fix-cannot-create-mono-log-file
Mono: Fix unable to create log file due to str_format bug
2019-09-08 22:31:52 +02:00
Ignacio Etcheverry
3dcd7e54f4 Mono: Fix unable to create log file due to str_format bug 2019-09-08 19:40:17 +02:00
Ignacio Roldán Etcheverry
da2af72d73
Merge pull request #32022 from neikeq/fix-mono-export-windows-backslash
Mono: Fix PCK assembly paths when exporting from Windows
2019-09-07 21:39:27 +02:00
Ignacio Etcheverry
93897fb884 Fix missing method for internal_MonoWindowsInstallRoot 2019-09-07 02:31:01 +02:00
Ignacio Etcheverry
e439581198 Mono: Fix PCK assembly paths when exporting from Windows
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.
2019-09-07 02:19:25 +02:00
fhuya
7fabfd402f Split the Android platform java logic into an Android library module (lib) and an application module (app).
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').
2019-09-04 16:20:22 -07:00
iwek7
617797c47c Adds skip-breakpoints feature 2019-09-03 20:49:09 +02:00
Aaron Franke
f8b4cf0fc4
Check for exact equality before approximate equality 2019-09-01 14:02:14 -04:00
Ignacio Etcheverry
5a6070dde3 Mono: Force preemptive thread suspend mode as a temporary workaround 2019-08-30 01:33:50 +02:00
Rémi Verschelde
a5e0aa32d9
Merge pull request #31770 from neikeq/supercedes-31008
Fix GodotTools.ProjectEditor HintPaths for referenced packages
2019-08-29 21:16:49 +02:00
Ignacio Etcheverry
6d2883c9bf Fix GodotTools.ProjectEditor HintPaths for referenced packages 2019-08-29 18:19:01 +02:00
Rémi Verschelde
65d1b0b427
Merge pull request #31729 from aaronfranke/mono-color
[Mono] Various Color fixes and improvements
2019-08-28 21:29:47 +02:00
Rémi Verschelde
538328898b Style: Fix copyright headers in new files 2019-08-28 09:19:52 +02:00
Rémi Verschelde
185072015f
Merge pull request #31606 from toasteater/fix/nativescript-new-json-return-type
Fix the return type of NativeScript::new in API json
2019-08-28 09:15:40 +02:00
Aaron Franke
34ab6549b1
[Mono] Various Color improvements
I also slid in a fix to C++ Vector3 > and >=
2019-08-27 22:05:18 -04:00
Rémi Verschelde
92ead83913 Mono: Fix OSX build due to invalid function call 2019-08-27 09:48:54 +02:00
toasteater
e2121c97ae Make VarArg methods return types show up as Variant in API json
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
2019-08-26 16:36:51 +00:00
Ignacio Roldán Etcheverry
be99e7b68f
Merge pull request #31680 from neikeq/fix-android-gen-sources
Fix 'android_mono_config.gen.cpp' not compiled first time it's generated
2019-08-26 18:28:12 +02:00
Ignacio Etcheverry
aa805e2699 Fix 'android_mono_config.gen.cpp' not compiled first time it's generated 2019-08-26 17:46:57 +02:00
Rémi Verschelde
57afa90f0c
Merge pull request #31652 from Calinou/csharp-alpha-dialog-android
Mention Android support in the C# alpha dialog message
2019-08-26 10:18:27 +02:00
Ignacio Etcheverry
3af8bd071e Set C# 7 as LangVersion for GodotTools and Godot API projects
This will make it harder for someone to accidentally commit code that requires a newer version.
2019-08-25 15:53:47 +02:00
Hugo Locurcio
27f5ab2d7b
Mention Android support in the C# alpha dialog message 2019-08-25 15:08:32 +02:00
lamonte
1df0e88ae8 default is only supported by 7.1, reverted to support 7.0 out of the box (no conflict) 2019-08-25 06:48:37 -05:00
Rémi Verschelde
51d50e167d
Merge pull request #31094 from aaronfranke/vector-sign-mod-etc
Add Vector2/3 sign and posmod functions, axis, docs, misc additions
2019-08-23 09:07:47 +02:00
Ignacio Etcheverry
dae2a335c5 Make sure '.mono/metadata/' exists before creating file
Fixes #31549
2019-08-22 14:32:55 +02:00
Aaron Franke
092346d82b
Add Vector2/3 sign and posmod functions, misc additions
Also make the docs more consistent, add Axis enum to Vector2, add > and >=. and C# also gets % and an override for vector-vector mod.
2019-08-17 18:31:55 -04:00
Rémi Verschelde
8995d95da0
Merge pull request #31347 from neikeq/monodevelop-addin
C#: Add Ide Connection library and server for the editor
2019-08-14 11:39:41 +02:00
Hugo Locurcio
05daf5c78b
Always use lists for LIBS in SCons
This closes #31288.
2019-08-12 22:31:55 +02:00
Ignacio Etcheverry
bda461c2b1 Add C# language editor icon 2019-08-12 18:57:26 +02:00
Ignacio Roldán Etcheverry
3c78837218
Merge pull request #31322 from neikeq/mono-gitignore-override-sln
Make git no longer ignore solution files inside the mono module
2019-08-12 16:50:18 +02:00
Ignacio Etcheverry
33c0d47273 Make git no longer ignore solution files inside the mono module 2019-08-12 15:59:06 +02:00
Aaron Franke
85f13a0d24
Add Basis constants and format Transform constants 2019-08-09 11:34:54 -07:00
Ignacio Etcheverry
c55ce204b3 Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in 'modules/mono'
And 'CRASH_*_MSG' as well.

Also make error messages puntuation and quotation more consistent.
2019-08-09 12:13:21 +02:00
Aaron Franke
50fd2deede
[Mono] Make all structs seralizable 2019-08-07 18:34:52 -07:00
Rémi Verschelde
ba541bceca
Merge pull request #31077 from qarmin/coverity_bugs
Change some code proposed by Coverity and Cppcheck
2019-08-07 13:49:33 +02:00
qarmin
e0b5b21863 Add some code changes/fixes proposed by Coverity and Clang Tidy 2019-08-07 12:54:30 +02:00
Aaron Franke
a9c10450bd
[Core] [Mono] Optimize Wrap functions
Use is_zero_approx(), avoid a negative, and also rename "rng" to "range".
2019-08-04 20:38:38 -07:00
Ignacio Etcheverry
57fe284fe6 C#: Fix Color.ToHtml() 2019-08-04 05:04:39 +02:00
Ignacio Etcheverry
0b94203a79 C#: Add Ide Connection library and server for the editor
This will be used for communicating between the Godot editor and external IDEs/editors, for things like opening files, triggering hot-reload and running the game with a debugger attached.
2019-08-04 01:57:53 +02:00
Aaron Franke
7dbbb5eac7
[Mono] Deprecate Set methods
These silently fail, so they should be removed. I accidentally added most of these last year, trying to make everything else consistent with Quat, sorry!

Also, a few tiny nitpicking changes are included, like whitespace and misspellings.
2019-07-28 17:49:22 -04:00
Ignacio Etcheverry
d54df7b904 C#: Fix Transform2D.AffineInverse() 2019-07-27 02:15:29 +02:00
Ignacio Roldán Etcheverry
6697ad2c4f
Merge pull request #30842 from neikeq/fix-custom-props-msbuild
Mono: Fix custom defines for Mono's MSBuild; remove xbuild
2019-07-26 18:33:52 +02:00
Ignacio Etcheverry
8821569689 Mono: Fix custom defines for Mono's MSBuild; remove xbuild
Mono's MSBuild and System/VisualStudio's MSBuild expect a different format for surrounding property values with quotes on the command line.

xbuild does not seem to support semicolons in property values from the command line: https://xamarin.github.io/bugzilla-archives/16/16465/bug.html
It's a good time to just remove xbuild support entirely.
2019-07-26 17:17:17 +02:00
Ignacio Roldán Etcheverry
a82420fbe8
Merge pull request #30825 from neikeq/heya
Fix incorrectly updating csproj and not closing build issues file
2019-07-26 16:54:11 +02:00
Ignacio Etcheverry
4e84478f4e Fix incorrectly updating csproj and not closing build issues file 2019-07-25 21:06:40 +02:00
Ignacio Etcheverry
c9befa63d2 Mono: Don't try to update project assemblies from project manager
Previously, when running the project manager, we would try to load the API assemblies from the project and fail because we were not editing any project. This would make us try to copy the prebuilt API assemblies to the project. Since there is no project, it would try to copy them to the executable location. This would fail if Godot doesn't have permissions to write to that location.
This commit fixes that by instead trying to load the prebuilt API assemblies in the first place, if running the project manager.
2019-07-25 17:52:45 +02:00
Ignacio Etcheverry
c0cdbb7938 Mono: Fix regression: external editors not working on Windows 2019-07-24 23:19:24 +02:00
Ignacio Etcheverry
513cc78f85 Mono: Add option to keep running after unhandled exceptions
By default, an unhandled exception will cause the application to be terminated; but the project setting `mono/unhandled_exception_policy` was added to change this behaviour.
The editor is hard-coded to never terminate because of unhandled exceptions, as that would make writing editor plugins a painful task, and we cannot kill the editor because of a mistake in a thirdparty plugin.
2019-07-24 23:19:15 +02:00
Chaosus
080c0bb7fe Added count method to String 2019-07-23 18:55:54 +03:00
Ignacio Etcheverry
0197d86ab4 Mono: Fix editor API assembly not being updated
If both the core and editor API assemblies are missing or out of sync, Godot will only update the former and then abort when trying to load them again because the latter was not updated. Godot will update it correctly the next time it's started, but this should not be needed and it should work the first time. This commit fixes that.
2019-07-22 00:16:24 +02:00
Ignacio Roldán Etcheverry
4379395892
Merge pull request #30710 from neikeq/issue-30526
Fix mono module build errors for release templates
2019-07-20 16:20:49 +02:00
Ignacio Etcheverry
ec679dfffa Fix mono module build errors for release templates 2019-07-20 15:52:26 +02:00
Chaosus
6694c119d0 Added lerp_angles built-in function
Co-authored-by: Xrayez <https://github.com/Xrayez>
Co-authored-by: DleanJeans <https://github.com/DleanJeans>
2019-07-20 12:59:41 +03:00
Ignacio Roldán Etcheverry
7f3490c5e1
Merge pull request #30584 from neikeq/yatta
Mono: Better handling of missing/outdated API assemblies
2019-07-14 19:39:26 +02:00
Ignacio Etcheverry
e59ac40712 Mono: Better handling of missing/outdated API assemblies
Remove the old API assembly invalidation system. It's pretty simple since now the editor has a hard dependency on the API assemblies and SCons takes care of prebuilding them.
If we fail to load a project's API assembly because it was either missing or outdated, we just copy the prebuilt assemblies to the project and try again. We also do this when creating the solution and before building, just in case the user removed them from the disk after they were loaded.
This way the API assemblies will be always loaded successfully. If they are not, it's a bug.

Also fixed:

- EditorDef was behaving like GlobalDef in GodotTools.
- NullReferenceException because we can't serialize System.WeakReference yet. Use Godot.WeakRef in the mean time.
2019-07-14 19:17:07 +02:00
unknown
f236b460e5 Some small fixes to warnings in python scripts 2019-07-11 22:26:04 +05:30
Ignacio Etcheverry
4061e132ff Mono: Add old TTRs to GodotTools 2019-07-11 13:59:06 +02:00
Ignacio Roldán Etcheverry
2c6daf73f3
Merge pull request #30502 from neikeq/chotto-matte-kudasai
Mono: Fix Api HintPath and update old game projects
2019-07-10 22:36:06 +02:00
Ignacio Roldán Etcheverry
1700ab9bc6
Merge pull request #30501 from neikeq/dispose-godotsharpexport
Mono: Fix null dereference in EditorExportPlatformAndroid
2019-07-10 22:35:54 +02:00
Ignacio Etcheverry
9eb0729a05 Mono: Fix Api HintPath and update old game projects
Fixed Api assembly references with more than one HintPath.
Also made the editor update old C# projects use the new Api assembly HintPaths.
2019-07-10 22:00:31 +02:00
Ignacio Etcheverry
2a8294ff24 Mono: Fix null dereference in EditorExportPlatformAndroid
We need to dispose the GodotSharpExport export plugin before the editor destroys EditorSettings. Otherwise, if the GC disposes it at a later time, EditorExportPlatformAndroid will be freed after EditorSettings already was, and its device polling thread will try to access the EditorSettings singleton, resulting in null dereferencing.
2019-07-10 21:51:47 +02:00
Ignacio Roldán Etcheverry
c3da4f854d
Merge pull request #30486 from neikeq/fix-indexoutofbounds-msbuildfinder
Fix IndexOutOfBounds in FindMsBuildToolsPathOnWindows
2019-07-10 21:43:17 +02:00
Ignacio Roldán Etcheverry
8b778f6234
Merge pull request #30489 from neikeq/fix-nullexc-on-gengameproj
Mono: Fix null exception in GenerateGameProject
2019-07-10 15:40:25 +02:00
Ignacio Etcheverry
caf20492cf Mono: Fix null exception in GenerateGameProject
Also fix pdb files for GodotTools.*.dll assemblies not being copied to the output directory.
2019-07-10 15:03:05 +02:00
Ignacio Roldán Etcheverry
63c4d5af72
Merge pull request #30485 from neikeq/remove-frameworkpathoverride-from-scons
SCons no longer passes FrameworkPathOverride to MSBuild
2019-07-10 13:35:40 +02:00
Ignacio Etcheverry
ace0c6ce38 Fix IndexOutOfBounds in FindMsBuildToolsPathOnWindows 2019-07-10 13:30:03 +02:00
Ignacio Etcheverry
c0a4f12fcc SCons no longer passes FrameworkPathOverride to MSBuild 2019-07-10 13:19:52 +02:00
Ignacio Etcheverry
2da83a278b Mono: Add missing GodotTools.sln 2019-07-10 12:30:12 +02:00
Ignacio Etcheverry
d3f48f88bb Fix EditorNavigationMeshGenerator registered in Core API
Also added an option to output a json file with all the ClassDB registered classes and its members. This can be used to compare the API of two different builds by a simple diff.
2019-07-09 23:33:29 +02:00
Rémi Verschelde
d2e620b8fc
Merge pull request #30463 from neikeq/fix-search-dirs
Fix export templates ignoring assemblies in 'res://.mono/assemblies'
2019-07-09 21:59:32 +02:00
Ignacio Etcheverry
4af03e52bd Make SCons check for System MSBuild before Mono's 2019-07-09 16:49:06 +02:00
Ignacio Etcheverry
df6d1656fe Fix export templates ignoring assemblies in 'res://.mono/assemblies' 2019-07-09 16:49:02 +02:00
Rémi Verschelde
29ca79bd68
Merge pull request #30428 from neikeq/gitcheckout-b
Misc Mono Fixes
2019-07-09 08:26:48 +02:00
Ignacio Etcheverry
069af23bdb Mono: Fix build errors with tools=no 2019-07-08 18:07:20 +02:00
Ignacio Etcheverry
dd22cc7527 C#: Fix some crashes during assemblies reloading 2019-07-08 18:07:20 +02:00
Ignacio Etcheverry
aa3b8f7dbb Fix Godot.Object.ToString() infinite recursion
Should not be using Variant to String conversion as that would call ToString() again
2019-07-08 18:07:20 +02:00
Ignacio Etcheverry
5ed3d34cd9 Fix --generate-mono-glue bug when directory doesn't exist
DirAccess::get_full_path(path) only works if the path exists. Implement our own abspath function.
2019-07-08 18:07:15 +02:00
Ignacio Etcheverry
2c83255013 Fix C# bindings detection of abstract classes
ClassDB::can_instance was changed recently breaking our code, as the editor is not yet initialized. Check ClassInfo::creation_func directly.
2019-07-08 15:13:57 +02:00
Ignacio Etcheverry
b0cbf4e2b2 Fix InvalidCastException when loading script metadata
Old value wasn't string so we have to keep that in mind
2019-07-08 15:12:04 +02:00
qarmin
9a77d748c0 Fixes minor issues found by static analyzer 2019-07-07 23:08:51 +02:00
Ignacio Etcheverry
aa9908e4f6 Script API methods must return Ref<T> instead of Reference*
ptrcall assumes methods that return a Reference type do so with Ref<T>. Returning Reference* from a method exposed to the scripting API completely breaks ptrcalls to this method (it can be quite hard to debug!).
2019-07-05 09:38:28 +02:00
Ignacio Etcheverry
270af6fa08 Re-write mono module editor code in C#
Make the build system automatically build the C# Api assemblies to be shipped with the editor.
Make the editor, editor player and debug export templates use Api assemblies built with debug symbols.
Always run MSBuild to build the editor tools and Api assemblies when building Godot.
Several bugs fixed related to assembly hot reloading and restoring state.
Fix StringExtensions internal calls not being registered correctly, resulting in MissingMethodException.
2019-07-05 09:38:23 +02:00
Rémi Verschelde
e4699aa047
Merge pull request #30293 from neikeq/issue-29734
Mono: Fix Array IndexOutOfRangeException not being thrown
2019-07-03 21:26:25 +02:00
Rémi Verschelde
e1478b7a87
Merge pull request #30292 from neikeq/android_fixes
Mono: Android build and shared libraries fixes
2019-07-03 21:26:12 +02:00
Ignacio Etcheverry
3abe6961dc Mono: Fix Array IndexOutOfRangeException not being thrown 2019-07-03 17:56:08 +02:00