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Instead of making the accessors `internal` which can break binary compat, make them `public` but hide them with EB never so they don't show up in IntelliSense.
Also, do the same for properties with the `PROPERTY_USAGE_INTERNAL` flag. These properties were not meant to be exposed to scripting, but since they've been public before all we can do now is hide them.
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other platforms.
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Fixes: #86591
Co-authored-by: Raul Santos <raulsntos@gmail.com>
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Flipped the title and dialog text to how they should be. It seemed that the title was being put in the dialog text, and vice versa.
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The Godot.NET.Sdk (for C# use) should define the property `UsingGodotNETSdk` in its [SDK.props](https://github.com/godotengine/godot/blob/a07dd0d6a520723c4838fb4b65461a16b7a50f90/modules/mono/editor/Godot.NET.Sdk/Godot.NET.Sdk/Sdk/Sdk.props).
## Why
Defining this property allows shared build configuration (e.g. Directory.Build.targets or other imported msbuild files) to detect deterministically when they are operating within the scope of a project controlled by Godot.NET.Sdk. This enables shared build configuration that may span many different projects within a folder to have Godot.NET.Sdk-specific configuration that only applies to Godot projects.
## Why named UsingGodotNETSdk
This naming scheme is common practice in Microsoft Dotnet SDKs. For example, the property `UsingMicrosoftNETSdk` is defined by the default SDK, `UsingMicrosoftTraversalSdk` is defined by [Microsoft.Build.Traversal](https://github.com/microsoft/MSBuildSdks/blob/363532de5b406c9afc6e6ff0f276431c27b11347/src/Traversal/Sdk/Sdk.props#L10), `UsingMicrosoftNoTargetsSdk` by [Microsoft.Build.NoTargets](https://github.com/microsoft/MSBuildSdks/blob/363532de5b406c9afc6e6ff0f276431c27b11347/src/NoTargets/Sdk/Sdk.props#L10), and so on. The property `UsingMicrosoftNETSdk` is even used in the implementation of Godot.NET.Sdk for conditional logic of the type predicted here.
Note that these "Using*" properties are _additive_ in the sense that more than one can be defined for a given project (as SDKs can effectively be built upon other SDKs, using them as components). So, it is normal and appropriate for both `UsingMicrosoftNETSdk` and `UsingGodotNETSdk` to be simultaneously defined within the same project.
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- Fix most CS0108 in generated glue
- Suppress CA1001 on `Variant`
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paulloz/dotnet/fix-interpolated-string-scriptpropertydefval
[.NET] Fix interpolated strings in ScriptPropertyDefVal
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SCons: Add two new `COMSTR` environment variables
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C#: Bindings generator langword check
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[.NET] Better `.editorconfig` setup in `modules/mono/`
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New rules:
- Do not silence CA1805 any more
- Limit where we silence CA1707, CA1711, CA1720
- Enforce severity=warning for IDE0040
- Enforce Allman style braces
- Enforce naming conventions (IDE1006 is still severity=suggestion)
Fixes:
- Fix REFL045, CS1572, CS1573
- Suppress CS0618 when generating `InvokeGodotClassMethod`
- Fix indent when generating GD_constants.cs
- Temporarily silence CS1734 in generated code
- Fix a lot of naming rule violations
Misc.:
- Remove ReSharper comments for RedundantNameQualifier
- Remove suppression attributes for RedundantNameQualifier
- Remove severity=warnings for CA1716, CA1304 (already included in the level of analysis we run)
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Fix editor hover style margins when Draw Extra Borders is enabled
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The content margins for FlatMenuButton and RunBarButton are now handled correctly when the "Draw Extra Borders" user option is enabled
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Uses the `DocData` deprecated message in the C# `[Obsolete]` attribute added to deprecated members.
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Provide a roslyn analyzers corresponding to the GD0001 and GD0002
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ClassPartialModifierAnalyzerFix, and tests
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
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[.NET] Test and fix exports diagnostics
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- Add tests for the following diagnostics: GD0101, GD0102, GD0103, GD0104, GD0105, GD0106, GD0107.
- Fix GD0101 not being reported any more (was filtering static classes before reporting).
- Fix GD0107 not preventing `Node` members from being exported from not-`Node` types.
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C#: Add analyzer release tracking
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Fixes diagnostic RS2008.
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C#: Enforce globalization code quality rules
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Add hover highlight to main editor buttons
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Updates styling of the editor run bar, plugin, bottom panel, icon buttons, and main menu buttons for accessibility.
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Rider installations
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- Report a diagnostic when there are multiple classes that match the script file name in the same script since that will result in a duplicate path key in the bimap and it's not allowed.
- Fix InspectorPlugin to handle empty paths in case the project was built with a previous version of Godot that used empty paths for generic scripts.
- Add tests for the new diagnostic GD0003.
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[.NET] Clean diagnostic rules
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Move the following diagnostics into static readonly fields: GD0101, GD0102, GD0103, GD0104, GD0105, GD0106, GD0107, GD0201, GD0202, GD0203, GD0301, GD0302, GD0303, GD0401, GD0402.
To be more consistent, the titles for the following diagnostics were modified: GD0101, GD0105, GD0106, GD0302, GD0303, GD0401, GD0402. A subsequent update of the documentation repo is needed.
Tests for the following diagnostics were created: GD0201, GD0202, GD0203.
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Since moving the TFM to .NET Core we need to add some configuration to cross-compile a Windows executable from Linux.
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Use `SymbolEqualityComparer` to compare symbols and fix `RS1024` warning.
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C#: Fix processing exclusions during export
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- Create CSharpScript for generic C# types.
- `ScriptPathAttributeGenerator` registers the path for the generic type definition.
- `ScriptManagerBridge` lookup uses the generic type definition that was registered by the generator.
- Constructed generic types use a virtual `csharp://` path so they can be registered in the map and loaded as if there was a different file for each constructed type, even though they all share the same real path.
- This allows getting the base type for a C# type that derives from a generic type.
- Shows base scripts in the _Add Node_ and _Create Resource_ dialogs even when they are generic types.
- `get_global_class_name` implementation was moved to C# and now always returns the base type even if the script is not a global class (this behavior matches GDScript).
- Create `CSharpScript::TypeInfo` struct to hold all the type information about the C# type that corresponds to the `CSharpScript`, and use it as the parameter in `UpdateScriptClassInfo` to avoid adding more parameters.
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Change what triggers our re-evaluation of the last valid build datetime stored internally.
Move that datetime in `BuildManager`.
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Expose a method to get gravity for any physics body
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Fixes: #87643
The original condition stopped immediately after checking for 'searchText' in the 'Message' field, resulting in premature termination of subsequent checks. This fix ensures that all relevant conditions are appropriately evaluated before determining the filtering outcome.
Additionally, accompanying changes include improved code readability for better comprehension. This adjustment enhances the maintainability of the error filtering mechanism, contributing to a more robust codebase overall.
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C#: Remove unused code
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- Remove `AotBuilder` that was used for MonoAOT in 3.x.
- Remove `PlaySettings` that was used for IDE support in 3.x.
- Remove `ApiAssembliesInfo` that was used for Project generation in 3.x.
- Remove pieces of the old iOS support from 3.x.
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C#: Fix incorrect GC handle for non-instantiable types.
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Clean a number of C# warnings
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- `[Obsolete]` tag generated in the middle of documentation comments
- Potential `null` values in generators
- Obsolete call to `GetEditorInterface()`
- We don't want `Godot.Collections.Array` to end with `Collection`
- A few culture specifications and use of `AsSpan` instead of `SubString` in `StringExtensions`
- Disable CA1716 in GodotSharp
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