Commit graph

1357 commits

Author SHA1 Message Date
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