I've removed the section about being unable to export games using C# - as you are now able to do this, as long as the export templates are installed. Also, I've made a few minor grammar tweaks.
(cherry picked from commit 69530ef614)
On macOS, it is common to install packages like Mono through the third-party
package-manager Homebrew. This commit simply adds an additional path to
where Homebrew installs the Mono framework.
(cherry picked from commit 39aabba0a9)
- Add option to print MSBuild's stdout and stderr instead of redirecting it. This can be enabled by setting the environment variable: Godot_DEBUG_MSBUILD=1
(cherry picked from commit 25f10b3c40)
- Fixed bad size check
- Fixed bad member initialization
- Removed unused cell_size (Bullet expects us to use localScaling)
- Accept precomputed min/max height, will be calculated if not provided
(cherry picked from commit a66e1af168)
This fixes the problem that `SynchronizationContext.Current` would be null
during the call to `_EnterTree`, `_Ready` and the first call to `_Process` thus
the task continuations would be scheduled outside the main thread, which is unexpected and might lead to crashes.
With this change, task continuations are scheduled always on the main thread and so async/await can be used without any explicit synchronization, which is what is expected.
Fixes#18849
(cherry picked from commit f25240cfe6)
- Set (Csc/Vbc/Fsc)ToolExe environment variables to point to the batch files in Mono's bin directory when building with Mono's MSBuild.
- Set Mono's MSBuild as the default build tool on Windows.
- Generate projects with portable DebugType instead of full.
(cherry picked from commit 01397a10d9)
No longer printed when using using placeholder script instances (for non-tool scripts in the editor).
Print different error if the project assembly is not loaded
(cherry picked from commit c8945fe7d8)
Adds keywords to the autocomplete prediction in GDScript so
they are not replaced by irrelevant predictions.
Fixes: #5972
(cherry picked from commit 6e32157a65)
The GDScriptLanguage::enter_function is wrapped in #ifdef DEBUG but the exit_function is not, resulting in a stack underflow error.
(cherry picked from commit 9149b11973)
This hasn't made it into master yet but is important for mono support.
If this turns out to be the wrong call we'll revert and merge whatever
next version of this becomes available.
- Make enums have an unique signature name of int. This means that when generating internal methods, there is no difference between different enums types nor between enums and int. This way enums can re-use internal methods.
- Make type resolver fallback to int if a type is not found and it's an enum.
(cherry picked from commit fbc808012f)
Print this error only when trying to instantiate the script. This way we prevent errors being printed for source files which are not meant to be used as scripts.
(cherry picked from commit f8ce412560)
e is referred to as Euler’s number, so technically the MATH_EXP description in VisualScript doc was not incorrect, though could potentially lead to confusion.
e is different from Euler’s constant however, making the existing GDScript exp & VisualScriptMathConstant descriptions nvalid.
(cherry picked from commit b6b8c7b215)
- Setup runtime main args during initialization. This must be done manually by embedders who do not call mono_runtime_run_main. Fixes NullReferenceException in System.Environment.
- Continue to search the assembly in the rest of the search locations if loading it from one of them failed.
(cherry picked from commit fa1d656af4)
Disallow reserved keywords as class names and prefix base class with the Godot
namespace if it's the same as the class name.
Fixes#12483
(cherry picked from commit 700d07cf7c)
Replace float with real_t in most files, defined at the top of each file via using. Objects such as Vector3 now accept doubles as inputs, and convert to real_t internally. I've added default Vectors such as Vector3.Zero. Other misc C# improvements such as Mathf.RoundToInt(). Color continues to use float only because high precision is not needed for 8-bit color math and to keep things simple. Everything seems to compile and work fine, but testing is requested, as this is the first time I've ever contributed to Godot.
(cherry picked from commit ff97c97c93)
When importing non-valid OGG Vorbis audio files, now the filesystem
navigation tree shows the correct sad red-face icon, as it does with
non-valid PNG, JPG or WAV files.
Fix#9793.
(cherry picked from commit a8d37de461)
Update of libwebm.
Up-to-date version of libwebm contains several bugfixes that allow playback of files that would crash Godot otherwise.
(cherry picked from commit e71f109910)
Fix basic function and interference of touch pad pan with mesh tile delete (shift + right click on touch pad) in grid map editor (fix 16524)
(cherry picked from commit b90810ce8e)