- RPC configurations are now dictionaries.
- Script.get_rpc_methods renamed to Script.get_rpc_config.
- Node.rpc[_id] and Callable.rpc now return an Error.
- Refactor MultiplayerAPI to allow extension.
- New MultiplayerAPI.rpc method with Array argument (for scripts).
- Move the default MultiplayerAPI implementation to a module.
Comments have been added for the following:
modules/mono/glue/GodotSharp/GodotSharp/Core/GodotTaskScheduler.cs
modules/mono/glue/GodotSharp/GodotSharp/Core/GodotSynchronizationContext.cs
modules/mono/glue/GodotSharp/GodotSharp/Core/Attributes/AssemblyHasScriptsAttribute.cs
modules/mono/glue/GodotSharp/GodotSharp/Core/Attributes/DisableGodotGeneratorsAttribute.cs
modules/mono/glue/GodotSharp/GodotSharp/Core/Attributes/ExportAttribute.cs
modules/mono/glue/GodotSharp/GodotSharp/Core/Attributes/GodotMethodAttribute.cs
modules/mono/glue/GodotSharp/GodotSharp/Core/Attributes/ScriptPathAttribute.cs
- Add support for explicit values in properties using `PROPERTY_HINT_FLAGS`
that works the same way it does for enums.
- Fix enums and flags in VisualScriptEditor (it wasn't considering the
explicit value).
- Use `PROPERTY_HINT_FLAGS` for C# enums with the FlagsAttribute instead
of `PROPERTY_HINT_ENUM`.
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
(order matters) but use is discouraged.
There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
These typedefs don't save much typing compared to the full `Ref<Resource>`
and `Ref<RefCounted>`, yet they sometimes introduce confusion among
new contributors.
* Very old macros from the time Godot was created.
* Limited arguments to 5 (then later changed to 8) in many places.
* They were replaced by C++11 Variadic Templates.
* Renamed methods that take argument pointers to have a "p" suffix. This was used in some places and not in others, so made it standard.
* Also added a dereference check for Variant*. Helped catch a couple of bugs.
To keep consistency with GDScript, the method `Quaternion()` is renamed
`GetQuaternion()`, and made `internal` so it's not exposed to scripting.
The documentation references are also fixed.
Also, the methods `GetQuaternion()` and `GetRotationQuaternion()` are
moved below `GetEuler()` to follow alphabetic order.
- Adds documentation to almost every class and member in `GodotSharp`
- Fixes some old documentation to more closely follow the XML comments convention
This commit completely removes the RPC_MODE_MASTER ("master" keyword),
and renames the RPC_MODE_PUPPET to RPC_MODE_AUTHORITY ("auth" keyword).
This commit also renames the "Node.[get|set]_network_master" methods to
"Node.[get|set]_network_authority".
This commit also renames the RPC_MODE_REMOTE constant to RPC_MODE_ANY.
RPC_MODE_MASTER in Godot 3.x meant that a given RPC would be callable by
any puppet peer on the master, while RPC_MODE_PUPPET meant that it would
be callable by the master on any puppet.
Beside proving to be very confusing to the user (referring to where it
could be called instead of who can call it) the RPC_MODE_MASTER is quite
useless. It is almost the same as RPC_MODE_REMOTE (anyone can call) with
the exception that the network master cannot. While this could be useful
to check in some case, in such a function you would anyway need to check
in code who is the caller via get_rpc_sender_id(), so adding the check
there for those rare cases does not warrants a dedicated mode.
Follow up to d9d77291bc.
Renames `String.Extension` -> `String.GetExtension()` and
`String.BaseName()` -> `String.GetBaseName()`.
This makes those methods more consistent with GDScript and with
the `GetBaseDir` method.
- Implements new `KeyValuePairs` and `KeyValuePairAt` internal calls
to get the `key` and the `value` in one call.
- Caches the `DictionaryEntry` to reuse properties without repeating
internal calls.
- Move the "sync" property for RPCs to RPCConfig.
- Unify GDScript annotations into a single one:
- `@rpc(master)` # default
- `@rpc(puppet)`
- `@rpc(any)` # former `@remote`
- Implement three additional `@rpc` options:
- The second parameter is the "sync" option (which also calls the
function locally when RPCing). One of "sync", "nosync".
- The third parameter is the transfer mode (reliable, unreliable,
ordered).
- The third parameter is the channel (unused for now).
* 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.
- 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`.
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)
This source generator adds a newly introduced attribute,
`ScriptPath` to all classes that:
- Are top-level classes (not inner/nested).
- Have the `partial` modifier.
- Inherit `Godot.Object`.
- The class name matches the file name.
A build error is thrown if the generator finds a class that meets these
conditions but is not declared `partial`, unless the class is annotated
with the `DisableGodotGenerators` attribute.
We also generate an `AssemblyHasScripts` assembly attribute which Godot
uses to get all the script classes in the assembly, eliminating the need
for Godot to search them. We can also avoid searching in assemblies that
don't have this attribute. This will be good for performance in the
future once we support multiple assemblies with Godot script classes.
This is an example of what the generated code looks like:
```
using Godot;
namespace Foo {
[ScriptPathAttribute("res://Player.cs")]
// Multiple partial declarations are allowed
[ScriptPathAttribute("res://Foo/Player.cs")]
partial class Player {}
}
[assembly:AssemblyHasScripts(new System.Type[] { typeof(Foo.Player) })]
```
The new attributes replace script metadata which we were generating by
determining the namespace of script classes with a very simple parser.
This fixes several issues with the old approach related to parser
errors and conditional compilation.
It also makes the task part of the MSBuild project build, rather than
a separate step executed by the Godot editor.
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>
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 🎆
Returning the most contrasting color isn't a trivial task, as there
are often many possible choices. It's usually best left for the user
to implement using a script.