Type emit_signal exposed method return type
set UndoRedo add_do_method and add_undo_method exposed return void
Set TreeItem::_call_recursive_bind returns void
Set _rpc_bind and _rpc_id_bind returns void in Node
Set _call_group and _call_group_flags method returns void in SceneTree
Set godot-cpp-test CI flag to false
PhysicsServer3DExtension inherits from PhysicsServer3D which is a
singleton class, since singleton classes are generated as static in C#
it would generate invalid C# so for now we'll be
ignoring PhysicsServer3DExtension.
* Allows creating a GDExtension based 3D Physics Server (for Bullet, PhysX, etc. support)
* Some changes on native struct binding for PhysicsServer
This allows a 3D Physics server created entirely from GDExtension. Once it works, the idea is to port the 2D one to it.
* Previous "virtual" classes (which can't be instantiated) are not corretly named "abstract".
* Added a new "virtual" category for classes, they can't be instantiated from the editor, but can be inherited from script and extensions.
* Converted a large amount of classes from "abstract" to "virtual" where it makes sense.
Most classes that make sense have been converted. Missing:
* Physics servers
* VideoStream
* Script* classes.
which will go in a separate PR due to the complexity involved.
This removes the dependency on shared libmonosgen installed locally
and makes the artifacts usable as standalone for testing without
needing a full Mono install.
This will enforce that PRs properly sync the class reference templates to match
their changes to the public API, and help notice binding bugs in the process
(e.g. missing enum bindings, unexpected API changes or missing argument names).
This should also serve as a reminder to contributors that their changes impact
the scripting API and might warrant actually filling the descriptions for the
new methods/properties/etc.
We often hit "Too Many Requests" errors when uploading the cache with
`actions/cache` because there's a limit of 10 GB every 5 minutes, and we can
easily go over it when we amend or merge several PRs in a short timespan.
This will make the CI artifacts less useful for debugging crashes but there's
no real way around this.
The Mono builds are with mono_glue=no so they're not usable,
and it would be convenient if the main tools=yes target=release_debug
artifacts could actually be used.
... on all platforms but MSVC, as it still has a number of unsolved warnings
in its `/Wall` level. Some of it might be valid, others might be overkill,
this needs further assessment and fixes. (We could also change the `extra`
level to `/W4` on MSVC if that's more meaningful.)
No need to waste time downloading all this when it's readily available :)
Also use the official action to setup Java 8.
Also build both architectures (armv7 and arm64v8) and generate the APK,
so we can upload it.
Remove now unused and outdated `misc/ci/android-tools-linux.sh`.
This keeps their size small and allows to compare size changes on templates
in PRs, as the template size is what is most relevant to users.
For editor builds we keep debug symbols so they can be used to debug crashes.
Implements exit codes into the engine so tests can return their statuses.
Ideally we don't do this, and we use FIXUP logic to 'begin' and 'end' the engine execution for tests specifically.
Since realistically we're initialising the engine here we don't want to do that, since String should not require an engine startup to test a single header.
This lowers the complexity of running the unit tests and even for
physics should be possible to implement such a fix.
The base branch is hardcoded as an env variable as I couldn't find a simple
way to just get either `3.2` or `master`. But it's easy to change when we
branch off from `master` to a new stable branch, which doesn't happen often.
(There's `{{github.base_ref}}` but it's probably more verbose like
`ref/heads/master`, and only valid for PRs.)