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* Mono: Remove info dialog discouraging use in productionRémi Verschelde2021-07-151-73/+0
| | | | | | | | | | | 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.
* Implement the ability to disable classesreduz2021-07-131-2/+2
| | | | | | | * 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.
* [Net] Rename NetworkedMultiplayerPeer to MultiplayerPeer.Fabio Alessandrelli2021-07-121-1/+1
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* Redo how instance bindings workreduz2021-07-084-6/+20
| | | | | | | | * 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.
* Remove unused code related to Travis CIHugo Locurcio2021-07-011-6/+0
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* Fixing mono build after instance() -> instanciate() name changeGrzegorz Puławski2021-06-232-6/+6
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* Rename `instance()`->`instantiate()` when it's a verbLightning_A2021-06-197-15/+15
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* Merge pull request #48804 from EricEzaM/scripting-multi-error-supportRémi Verschelde2021-06-201-3/+2
|\ | | | | Added support for scripts reporting multiple errors to ScriptTextEditor
| * Added support for scripts reporting multiple errors to ScriptTextEditorEric M2021-06-191-3/+2
| | | | | | | | Scripts can now report multiple errors to the scripting editors in the engine. UI elements were added to support multiple errors.
* | Consolidate JSON, JSONParseResults and JSONParser into JSONMarcel Admiraal2021-06-192-2/+2
|/ | | | | Renames JSON.parse_string() to parse() Renames JSON.decode_data() to stringify()
* Merge pull request #44156 from aaronfranke/quat-angle-toRémi Verschelde2021-06-181-0/+17
|\ | | | | Add Quaternion angle_to method
| * Add Quaternion angle_to methodAaron Franke2021-06-171-0/+17
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* | Fix a typo in C# bindings generator for default value typesAaron Franke2021-06-181-3/+3
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* Fix slow load/save of scenes with many instances of the same scriptPedro J. Estébanez2021-06-132-6/+10
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* Merge pull request #34668 from aaronfranke/to-stringRémi Verschelde2021-06-138-49/+32
|\ | | | | [Core] Reformat structure string operators
| * Reformat structure string operatorsAaron Franke2021-06-118-49/+32
| | | | | | | | | | | | 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)
* | Improve & fix Mono buildPedro J. Estébanez2021-06-136-15/+15
| | | | | | | | | | | | - 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`.
* | Merge pull request #49123 from aaronfranke/it-is-timeRémi Verschelde2021-06-121-2/+2
|\ \ | | | | | | Add a Time singleton
| * | Add Time singletonAaron Franke2021-06-111-2/+2
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* | | Rename Reference to RefCountedPedro J. Estébanez2021-06-1114-98/+98
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* | | Merge pull request #49511 from akien-mga/core-diraccess-fileaccess-ioRémi Verschelde2021-06-1112-15/+15
|\ \ \ | |_|/ |/| | Core: Move DirAccess and FileAccess to `core/io`
| * | Core: Move DirAccess and FileAccess to `core/io`Rémi Verschelde2021-06-1112-15/+15
| |/ | | | | | | | | File handling APIs are typically considered part of I/O, and we did have most `FileAccess` implementations in `core/io` already.
* | Merge pull request #49279 from Calinou/rename-string-is-abs-path-methodRémi Verschelde2021-06-111-1/+1
|\ \ | |/ |/| Rename `String.is_abs_path()` to `String.is_absolute_path()`
| * Rename `String.is_abs_path()` to `String.is_absolute_path()`Hugo Locurcio2021-06-031-1/+1
| | | | | | | | This is more consistent with `NodePath.is_absolute()`.
* | Merge pull request #49221 from Faless/mp/4.x_rpc_refactorRémi Verschelde2021-06-072-151/+11
|\ \ | | | | | | [Net] Refactor RPCs, remove RSETs
| * | [Net] Refactor RPCs, remove RSETsFabio Alessandrelli2021-06-012-151/+11
| |/ | | | | | | | | | | | | | | | | | | 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.
* | Style: Cleanup uses of double spaces between wordsRémi Verschelde2021-06-072-3/+3
| | | | | | | | | | Or after punctuation. Tried to leave third-party stuff alone, unless it has been heavily modified for Godot.
* | Merge pull request #45364 from madmiraal/rename-quatRémi Verschelde2021-06-0511-127/+127
|\ \ | | | | | | Rename Quat to Quaternion
| * | Rename Quat to QuaternionMarcel Admiraal2021-06-0411-127/+127
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* | | Add missing override keyword to CSharpLanguage::is_control_flow_keyword()Marcel Admiraal2021-06-041-1/+1
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* | Merge pull request #38430 from aaronfranke/transform3dRémi Verschelde2021-06-039-70/+70
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| * | Rename files and the exposed name for Transform3DAaron Franke2021-06-033-3/+3
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| * | Rename Variant TRANSFORM to TRANSFORM3DAaron Franke2021-06-035-14/+14
| | | | | | | | | Also _transform to _transform3d
| * | Rename Transform to Transform3D in coreAaron Franke2021-06-036-55/+55
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* | Allow clamping vectors and colorsAaron Franke2021-06-035-0/+91
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* | Rename Vector2 clamped to limit_length and add limit_length to Vector3Aaron Franke2021-06-032-19/+38
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* Implement shader cachingreduz2021-05-311-2/+2
| | | | | | | | | | | | * 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
* Rename File::get_len() get_length()Marcel Admiraal2021-05-251-1/+1
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* Rename Vector2 Perpendicular to Orthogonal in C#Aaron Franke2021-05-212-4/+4
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* Fix typos with codespellRémi Verschelde2021-05-201-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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 ```
* Make all file access 64-bit (uint64_t)Pedro J. Estébanez2021-05-171-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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>
* Merge pull request #45144 from dalexeev/color-constsRémi Verschelde2021-05-072-294/+294
|\ | | | | Rename color constants (alternative)
| * Rename color constants (alternative)Danil Alexeev2021-01-262-294/+294
| | | | | | | | | | | | | | 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>
* | Highlight control flow keywords with a different colorHugo Locurcio2021-05-052-0/+21
| | | | | | | | This makes them easier to distinguish from other keywords.
* | Replace remaining uses of `NULL` with `nullptr`Rémi Verschelde2021-04-292-5/+5
| | | | | | | | Follow-up to #38736 (these uses were likely added after this PR was merged).
* | Remove uses of `auto` for better readability and online code reviewsHugo Locurcio2021-04-262-4/+4
| | | | | | | | | | | | | | | | 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).
* | C#: Fix `double` casting in wasm m2n trampolinesIgnacio Roldán Etcheverry2021-04-171-1/+1
| | | | | | | | | | The trampolines were casting double to `size_t` (likely a copy-paste mistake), so the value was getting truncated.
* | Mono: Fix Android build after #46900Rémi Verschelde2021-03-181-1/+1
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* | C#: Fix disconnecting event signals twiceIgnacio Etcheverry2021-03-152-11/+11
| | | | | | | | | | `disconnect_event_signals` can be called twice (when managed instance is disposed and from the ScriptInstance destructor).
* | Merge pull request #46968 from sboronczyk/fix-editor-plugin-monoRémi Verschelde2021-03-141-1/+1
|\ \ | | | | | | Fix create c# script from editor after partial class type is necessary