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* Update copyright statements to 2021Rémi Verschelde2021-01-011-2/+2
| | | | | | | | | | | | | | 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 🎆
* Mono: Make Godot provide its own WASM m2n trampolinesIgnacio Etcheverry2020-12-141-25/+25
| | | | | This depends on a custom Mono patch from this commit: godotengine/godot-mono-builds@0e312939bd0dc4b807cc15dbe76a7b65456ab928
* Updated gd_glue.cpp to work with the latest changes in the variant refactoringAdrian Adeva2020-11-101-1/+2
| | | Without this change the engine dont compile with the mono module enabled.
* Reorganized core/ directory, it was too fatty alreadyreduz2020-11-071-4/+4
| | | | | | -Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
* Exposed randi_range to global funcs + renamed rand_range to randf_rangeYuri Roubinsky2020-11-061-2/+7
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* Mono/C#: Fix several clang-tidy warnings and cleanupIgnacio Etcheverry2020-07-051-7/+9
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* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-1/+0
| | | | | | | | | | | | | | 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.
* Replace NULL with nullptrlupoDharkael2020-04-021-9/+9
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* Fix C# bindings after recent breaking changesIgnacio Etcheverry2020-03-171-2/+8
| | | | | | | | | | | | | 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.
* Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky2020-02-201-2/+2
| | | | objects and made them default.
* Mono: Fix build after ObjectID and Texture2D changesRémi Verschelde2020-02-181-7/+3
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* PoolVector is gone, replaced by VectorJuan Linietsky2020-02-181-5/+5
| | | | | Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
* Remove duplicate WARN_PRINT macro.Marcel Admiraal2020-02-051-1/+1
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* Remove duplicate ERR_PRINT macro.Marcel Admiraal2020-02-051-2/+2
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* Mono/C#: Make 'GD.Print' and its variants fallback to 'ToString()'Ignacio Etcheverry2020-01-021-15/+81
| | | | | | | | | | 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'.
* Mono/C#: Fix GD.PrintErr now showing in the Output panelIgnacio Etcheverry2020-01-021-1/+1
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* Update copyright statements to 2020Rémi Verschelde2020-01-011-2/+2
| | | | | | | | | | | 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.
* Mono/C#: WebAssembly supportIgnacio Etcheverry2019-11-131-1/+2
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* Merge pull request #31347 from neikeq/monodevelop-addinRémi Verschelde2019-08-141-0/+7
|\ | | | | C#: Add Ide Connection library and server for the editor
| * C#: Add Ide Connection library and server for the editorIgnacio Etcheverry2019-08-041-0/+7
| | | | | | | | 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.
* | Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in 'modules/mono'Ignacio Etcheverry2019-08-091-3/+2
|/ | | | | | And 'CRASH_*_MSG' as well. Also make error messages puntuation and quotation more consistent.
* C#: Generate the correct integer and floating point typesIgnacio Etcheverry2019-04-271-1/+1
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* Merge pull request #27485 from Faless/io/encode_decode_safety_prRémi Verschelde2019-04-011-5/+5
|\ | | | | Safer encode/decode variant.
| * Add object encoding param to serialization methodsFabio Alessandrelli2019-04-011-5/+5
| | | | | | | | | | | | | | | | | | Network peers get_var/put_var File get_var/store_var GDScript/Mono/VisualScript bytes2var/var2bytes Add MultiplayerAPI.allow_object_decoding member which deprecates PacketPeer.allow_object_decoding. Break ABI compatibaility (API compatibility for GDNative).
* | C#: Add DynamicGodotObject classIgnacio Etcheverry2019-03-291-1/+1
|/ | | | Expands to Object.call, Object.set and Object.get for accessing members. This means it can also access members from scripts written in other languages, like GDScript.
* C#: Add random functions to GD classIgnacio Etcheverry2019-02-191-3/+30
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* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Rename "Log*()" functions to "Push*()" in C#Michael Alexsander Silva Dias2018-10-311-4/+4
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* Add new log functions for C#.Ben Rog-Wilhelm2018-10-251-0/+10
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* Cleanup of c# api files and bindings generatorIgnacio Etcheverry2018-09-121-0/+202
- We no longer generate RID and NodePath C# classes. Both will be maintained manually. - We no longer generate C# declarations and runtime registration of internal calls for the following classes: RID, NodePath, String, GD, SignalAwaiter and Godot.Object (partial base). - We no longer auto-generate the base members of Godot.Object. They will be maintained manually as a partial class. This makes it easier to maintain these C# classes and their internal calls, as well as the bindings generator which no longer generates C# classes that don't derive from Godot Object, and it no longer generates the Godot.Object base members (which where unreadable in the bindings generator code). - Added missing 'RID(Object from)' constructor to the RID C# class. - Replaced MONO_GLUE_DISABLED constant macro with MONO_GLUE_ENABLED. - Add sources in module/mono/glue even if glue is disabled, but surround glue files with ifdef MONO_GLUE_ENABLED.