| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
| |
|
| |
|
|
|
|
| |
Happy new year to the wonderful Godot community!
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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).
|
|\
| |
| | |
Add a Time singleton
|
| | |
|
|/
|
|
|
| |
File handling APIs are typically considered part of I/O, and we did have most
`FileAccess` implementations in `core/io` already.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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 🎆
|
|
|
|
|
|
| |
- 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.
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
| |
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.
|
| |
|
|
|
|
|
|
| |
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.
|
| |
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
| |
|
|\
| |
| | |
Added some obvious errors explanations
|
| | |
|
|/ |
|
|
|
|
|
|
| |
And 'CRASH_*_MSG' as well.
Also make error messages puntuation and quotation more consistent.
|
|
|
|
|
|
| |
- Normal log messages are no longer warnings.
- BindingsGenerator is no longer a singleton.
- Added a log function.
|
| |
|
|
|
|
|
|
|
| |
- The default log level in debug builds is now 'info' instead of 'debug'.
- Add option to specify a different log level with the 'GODOT_MONO_LOG_LEVEL' environment variable.
- The name of log files is now a readable date and time.
- Always print the log file path (previously it was printed only it in verbose mode).
|
| |
|
|
|
|
| |
Happy new year to the wonderful Godot community!
|
|
|
|
|
|
| |
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
|
|
|
|
|
|
| |
Equivalent of the cumbersome:
if (OS::get_singleton()->is_stdout_verbose())
print_line(msg);
|
|
|
|
|
|
| |
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
|
|
|
|
| |
Happy new year to the wonderful Godot community!
|
|
|
|
|
|
| |
They aborted the application without flushing the log file.
Also there was a typo.
|
|
|