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* Mono/C#: Add error checks to detect possible Reference leaksIgnacio Etcheverry2020-01-135-4/+51
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* Mono/C#: Fix _update_exports() leaking temporary Object/Node instancesIgnacio Etcheverry2020-01-131-0/+13
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* [Mono]: the C# script icon is now visible in the editor.dankan18902020-01-031-0/+0
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* Merge pull request #34784 from neikeq/fix-hintpath-godottoolsRémi Verschelde2020-01-031-1/+1
|\ | | | | Mono/C#: Fix wrong HintPath for package in GodotTools
| * Mono/C#: Fix wrong HintPath for package in GodotToolsIgnacio Etcheverry2020-01-031-1/+1
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* | [Mono] Color arithmetic operatorsAaron Franke2020-01-031-1/+69
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* | [Mono] Make Sign methods consistent with GDScript and System.MathAaron Franke2020-01-021-2/+4
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* Mono/C#: Fix comment generation for non-constant param defaultIgnacio Etcheverry2020-01-021-3/+6
| | | | | - Generate the comment for the param, even if the method has no description. - Generate the comment outside the <summary> element.
* Mono/C#: Fix bindings generator with void vararg methodsIgnacio Etcheverry2020-01-021-3/+5
| | | | | | Commit 4d727f1ee6b970298a7c1752ba19b49d7060c405 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.
* Mono/C#: Make 'GD.Print' and its variants fallback to 'ToString()'Ignacio Etcheverry2020-01-023-33/+153
| | | | | | | | | | 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 Verschelde2020-01-0179-158/+158
| | | | | | | | | | | 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.
* Merge pull request #34699 from van800/godot-guidIgnacio Roldán Etcheverry2019-12-311-0/+2
|\ | | | | Custom property for Godot generated project
| * add custom property to csproj, which identifies that project is generated by ↵Ivan Shakhov2019-12-301-0/+2
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* | Merge pull request #34582 from timothyqiu/forward-declRémi Verschelde2019-12-302-0/+2
|\ \ | | | | | | Cleans up headers included in editor_node.h
| * | Cleans up headers included in editor_node.hHaoyu Qiu2019-12-242-0/+2
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* | Fix msbuild target argumentDan Kramer2019-12-291-1/+1
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* | Mono/C#: Re-structure API solution and GodotTools post-build targetIgnacio Etcheverry2019-12-2872-674/+350
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* | Merge pull request #34595 from van800/mac_riderIgnacio Roldán Etcheverry2019-12-261-2/+4
|\ \ | | | | | | Fix search for Rider path on Mac
| * | fix Rider path on MacIvan.Shakhov2019-12-251-2/+4
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* | Merge pull request #34604 from neikeq/issue-27674Ignacio Roldán Etcheverry2019-12-251-2/+4
|\ \ | |/ |/| Mono/C#: Fix memory leak with new Reference instances created from C#
| * Mono/C#: Fix memory leak with new Reference instances created from C#Ignacio Etcheverry2019-12-251-2/+4
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* | add suggested fixDan Kramer2019-12-211-1/+1
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* | Merge pull request #34514 from neikeq/remove-dep-on-mono-posixRémi Verschelde2019-12-213-6/+18
|\ \ | |/ |/| Mono/C#: Remove GodotTools dependency on the Mono.Posix assembly
| * Mono/C#: Remove GodotTools dependency on the Mono.Posix assemblyIgnacio Etcheverry2019-12-213-6/+18
| | | | | | | | | | | | | | 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++.
* | Merge pull request #34465 from neikeq/no-hardcode-debugger-waitRémi Verschelde2019-12-191-28/+0
|\ \ | | | | | | Mono/C#: Remove hard-coded debugger wait at initialization
| * | Mono/C#: Remove hard-coded debugger wait at initializationIgnacio Etcheverry2019-12-191-28/+0
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* | | Mono/C#: Fix Variant -> MonoString* when type is Variant:NILIgnacio Etcheverry2019-12-193-5/+19
|/ / | | | | | | | | | | | | `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.
* | Mono: Copy native and btls libs on macOSRémi Verschelde2019-12-181-5/+6
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* | Mono/C#: Fix project export and fix FindLast/GetFile regressionIgnacio Etcheverry2019-12-172-18/+22
|/ | | | | | | | | | | | | d09193b08ae8fdb082bee6ffd3828eb19fd45ce6 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: de7c2ad21b4cc2d889a5aeda64ead962036d2aa4 moved 'GodotTools/GodotSharpExport.cs' to 'GodotTools/Export/ExportPlugin.cs' and in doing so accidently reverted the changes from commit e439581198de92e63661c4fe71108cb59cc2d999.
* Merge pull request #34382 from van800/profilerRémi Verschelde2019-12-161-0/+12
|\ | | | | Allow attaching any external profiler, including JetBrains dotTrace
| * Allow attaching any external profiler, including JetBrains dotTraceIvan Shakhov2019-12-161-0/+12
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* | Mono: Enable threads suspend workaround on WindowsRémi Verschelde2019-12-161-1/+1
|/ | | | | | | 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.
* Merge pull request #34334 from neikeq/issue-33503Rémi Verschelde2019-12-131-39/+16
|\ | | | | Mono/C#: Fix class parser bug with 'where T : struct'
| * Mono/C#: Fix class parser incorrectly handling nested namespacesIgnacio Etcheverry2019-12-131-2/+2
| | | | | | | | 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.
| * Mono/C#: Fix class parser bug with 'where T : struct'Ignacio Etcheverry2019-12-131-38/+15
| | | | | | | | The struct decl parsing was outdated. Make both struct decl and class declparsing share the same code.
* | doc: Sync classref with current sourceRémi Verschelde2019-12-131-1/+2
| | | | | | | | Also apply clang-format.
* | Merge pull request #34295 from aaronfranke/potato-knishesRémi Verschelde2019-12-131-7/+7
|\ \ | | | | | | [Mono] Fix string Find methods having reversed case sensitivity
| * | Fix string Find methods having reversed case sensitivityAaron Franke2019-12-121-7/+7
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* / Mono formattingAaron Franke2019-12-1131-549/+543
|/ | | | No space for casting, add spaces inside braces, 4 space indentation, remove trailing indentation, remove BOM.
* Merge pull request #34181 from van800/riderRémi Verschelde2019-12-1111-5/+595
|\ | | | | Support Rider as external editor for Godot mono version
| * Support Rider as External EditorIvan Shakhov2019-12-1111-5/+595
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* | Fix missing null checks in Mono Binding of GDJonas2019-12-061-4/+4
| | | | | | The print methods of mono binding was missing null checks for the params
* | Merge pull request #34018 from ↵Ignacio Roldán Etcheverry2019-12-051-4/+6
|\ \ | |/ |/| | | | | dsge/show-template-directory-path-in-error-message Make sure to include the path in the "Data template directory not found" error message
| * Make sure to include the path in the "Data template directory not found" ↵dsge2019-11-301-4/+6
| | | | | | | | error message
* | Mono/C#: Several android fixesIgnacio Etcheverry2019-12-0412-69/+702
| | | | | | | | | | | | | | - 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.
* | C#: Add Duplicate method to the Array and Dictionary bindingsIgnacio Etcheverry2019-12-044-0/+40
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* Merge pull request #33982 from neikeq/issue-29349Rémi Verschelde2019-11-298-71/+145
|\ | | | | Mono/C#: Add option to export assemblies outside of PCK
| * Mono/C#: Add option to export assemblies outside of PCKIgnacio Etcheverry2019-11-298-71/+145
| | | | | | | | When using this options, assemblies will be saved in the Assemblies folder of the data directory: 'data_AppName/Assemblies/'.
* | Mono/C#: Fix crash on exported games that don't use C#Ignacio Etcheverry2019-11-291-1/+2
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