Commit Graph

281 Commits

Author SHA1 Message Date
lupoDharkael 95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
Ignacio Etcheverry 77dd061345 Mono/C#: Add iOS support
Right now, games only work on devices when exported with FullAOT+Interpreter.
There are some issues left that need to addressed for FullAOT alone. Right now,
it's giving issues with the Godot.NativeCalls static constructor.
2020-03-31 09:37:16 +02:00
Juan Linietsky eaae4b6408 Renamed 2D and 3D nodes to make their types explicit
Fixes #30736.
2020-03-27 14:54:04 +01:00
Ignacio Etcheverry 66c0b7ce98 C#: Fix uses of old Configuration names 2020-03-18 14:50:49 +01:00
Ignacio Roldán Etcheverry ed298f5982
Merge pull request #36756 from aaronfranke/mono-vec2i3i
[Mono] Add Vector2i and Vector3i
2020-03-18 02:23:03 +01:00
Aaron Franke 9b322d46d3
[Mono] Marshaling for Vector2i, Vector3i, and Rect2i 2020-03-17 18:03:28 -04:00
Ignacio Etcheverry 0b814ea78d Mono/C#: Optimize the way we store GC handles for scripts
Don't store GC handles for C# script instances and instance bindings as 'Ref<MonoGCHandle>'; store the raw data instead. Initially this was not possible as we needed to store a Variant, but this had not been the case for a looong time yet the stored type was never updated.
2020-03-17 21:51:05 +01:00
Ignacio Etcheverry 6a85cdf640 Fix C# bindings after recent breaking changes
Implementation for new Variant types Callable, Signal, StringName.
Added support for PackedInt64Array and PackedFloat64Array.

Add generation of signal members as events, as well as support for
user created signals as events.
NOTE: As of now, raising such events will not emit the signal. As such,
one must use `EmitSignal` instead of raising the event directly.

Removed old ThreadLocal fallback class. It's safe to use thread_local now since
it's supported on all minimum versions of compilers we support.
2020-03-17 16:30:04 +01:00
Rémi Verschelde cb282c6ef0 Style: Set clang-format Standard to Cpp11
For us, it practically only changes the fact that `A<A<int>>` is now
used instead of the C++03 compatible `A<A<int> >`.

Note: clang-format 10+ changed the `Standard` arguments to fully
specified `c++11`, `c++14`, etc. versions, but we can't use `c++17`
now if we want to preserve compatibility with clang-format 8 and 9.
`Cpp11` is still supported as deprecated alias for `Latest`.
2020-03-17 07:36:24 +01:00
Fabio Alessandrelli b8ddaf9c33 Refactor ScriptDebugger.
EngineDebugger is the new interface to access the debugger.
It tries to be as agnostic as possible on the data that various
subsystems can expose.

It allows 2 types of interactions:

- Profilers:
  A subsystem can register a profiler, assigning it a unique name.
  That name can be used to activate the profiler or add data to it.
  The registered profiler can be composed of up to 3 functions:
    - Toggle: called when the profiler is activated/deactivated.
    - Add: called whenever data is added to the debugger
      (via `EngineDebugger::profiler_add_frame_data`)
    - Tick: called every frame (during idle), receives frame times.

- Captures: (Only relevant in remote debugger for now)
  A subsystem can register a capture, assigning it a unique name.
  When receiving a message, the remote debugger will check if it starts
  with `[prefix]:` and call the associated capture with name `prefix`.

Port MultiplayerAPI, Servers, Scripts, Visual, Performance to the new
profiler system.

Port SceneDebugger and RemoteDebugger to the new capture system.
The LocalDebugger also uses the new profiler system for scripts
profiling.
2020-03-08 12:36:39 +01:00
Fabio Alessandrelli 540ca05a80 Threaded networking for editor debugger. 2020-03-08 12:16:09 +01:00
Pedro J. Estébanez 18fbdbb456 Reimplement Mutex with C++'s <mutex>
Main:
- It's now implemented thanks to `<mutex>`. No more platform-specific implementations.
- `BinaryMutex` (non-recursive) is added, as an alternative for special cases.
- Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes.
- Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts.
- A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this.
- `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`.
- Thread-safe utilities are therefore simpler now.

Misc.:
- `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
- Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock).
- `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
2020-02-26 20:40:10 +01:00
Juan Linietsky 33b5c57199 Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.

Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.

For Variant, the float datatype is always 64 bits, and exposed as `float`.

We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.

Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-25 12:55:53 +01:00
Fabio Alessandrelli cbc450c0e5 Huge Debugger/EditorDebugger refactor. 2020-02-21 11:12:03 +01:00
Juan Linietsky 3205a92ad8 PoolVector is gone, replaced by Vector
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
2020-02-18 10:10:36 +01:00
Juan Linietsky 867d073b98 Changed logic and optimized ObjectID in ObjectDB and Variant, removed RefPtr. 2020-02-15 08:36:04 -03:00
Rémi Verschelde 1f39a2d3e6 Remove deprecated sync and slave networking keywords
Those keywords were deprecated for 3.1 in #22087.

Also fix token name for `TK_REMOTE`, should be "remote" like the keyword.
2020-02-13 08:59:36 +01:00
unknown 4aac44f173 Remove the last ERR_PRINTS that was missed by #33391 2020-02-07 00:15:46 +05:30
Marcel Admiraal f0db13502a Remove duplicate WARN_PRINT macro. 2020-02-05 11:13:24 +01:00
Marcel Admiraal 5af3b4ca27 Remove duplicate ERR_PRINT macro. 2020-02-05 11:13:24 +01:00
Ignacio Etcheverry d68b9c20d6 Mono/C#: Script interface calls now attach the current thread
Added guards to all C# script interface calls to attach the current thread
for the current scope if the thread is not already attached.
This is far from ideal, as attaching the thread is not cheap and all managed
thread local storage is lost when we detach the thread at the end of the calls.
However, it's the best we can do for now to avoid crashing
when an unattached thread tries to interact with C# code.
2020-01-16 17:47:36 +01:00
Rémi Verschelde 9b8d1383ce Mono: Fix parsing assembly names as UTF-8
Fixes #27185.
2020-01-15 11:51:03 +01:00
Ignacio Etcheverry a6a5ef0fd6 Mono/C#: Add error checks to detect possible Reference leaks 2020-01-13 21:00:07 +01:00
Ignacio Etcheverry 844a8d215b Mono/C#: Make 'GD.Print' and its variants fallback to 'ToString()'
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'.
2020-01-02 13:54:20 +01:00
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
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.
2020-01-01 11:16:22 +01:00
Ignacio Etcheverry 0ef635c0e3 Mono/C#: Fix memory leak with new Reference instances created from C# 2019-12-25 19:33:59 +01:00
Rémi Verschelde 2a4c528d06
Merge pull request #34465 from neikeq/no-hardcode-debugger-wait
Mono/C#: Remove hard-coded debugger wait at initialization
2019-12-19 21:27:59 +01:00
Ignacio Etcheverry f3c6c63b94 Mono/C#: Remove hard-coded debugger wait at initialization
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.
2019-12-19 17:07:20 +01:00
Ignacio Etcheverry 98dc07f25f Mono/C#: Fix Variant -> MonoString* when type is Variant:NIL
`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.
2019-12-19 16:51:32 +01:00
Rémi Verschelde c3ea4ea9b7
Merge pull request #34382 from van800/profiler
Allow attaching any external profiler, including JetBrains dotTrace
2019-12-16 22:00:36 +01:00
Ivan Shakhov 7c64779516 Allow attaching any external profiler, including JetBrains dotTrace 2019-12-16 20:34:30 +01:00
Rémi Verschelde a866028a7a Mono: Enable threads suspend workaround on Windows
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.
2019-12-16 15:40:26 +01:00
Rémi Verschelde 9f68626fb2 doc: Sync classref with current source
Also apply clang-format.
2019-12-13 10:41:06 +01:00
Ignacio Etcheverry 066ae9d83b Mono/C#: Several android fixes
- 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.
2019-12-04 19:03:42 +01:00
Ignacio Etcheverry 66de28eda8 Mono/C#: Add option to export assemblies outside of PCK
When using this options, assemblies will be saved in the Assemblies folder of the  data directory: 'data_AppName/Assemblies/'.
2019-11-29 00:36:05 +01:00
Rémi Verschelde c41c24562d Style: Add missing copyright headers 2019-11-22 08:37:09 +01:00
Ignacio Etcheverry 2b67924a0b Mono/C#: Initial exporter support for AOT compilation 2019-11-15 03:22:18 +01:00
Ignacio Etcheverry de7c2ad21b Mono/C#: WebAssembly support 2019-11-13 21:41:11 +01:00
Ignacio Etcheverry 8a0c0371d4 C#: Fix regression from #32732 caused a crash on domain reload 2019-10-12 21:27:56 +02:00
Rémi Verschelde 3cc94b2c0b Mono: Fix template build after #32732 2019-10-11 15:17:36 +02:00
Ignacio Etcheverry 8c438a2197 C#: Fix detection of outdated release Godot API assemblies 2019-10-11 01:46:06 +02:00
Ignacio Roldán Etcheverry 763a4d8402
Merge pull request #32401 from neikeq/Kisaama!
Mono: Don't compare API hashes on release builds
2019-09-28 03:31:37 +02:00
Ignacio Etcheverry 1509890dbc Mono: Don't compare API hashes on release builds
API hashes cannot be calculated on release builds, as bindings information is lacking. Therefore, we should not be comparing it with the generated glue hash as they will never match.
2019-09-28 01:07:57 +02:00
Rémi Verschelde e067a54988
Merge pull request #32353 from neikeq/yamero
Mono: Improve API assembly load error message on exported games
2019-09-26 07:31:03 +02:00
Rémi Verschelde 0a10e07124
Merge pull request #32352 from neikeq/issue-32237
Mono: Don't use project settings for debugger agent on exported games
2019-09-26 07:29:25 +02:00
Ignacio Etcheverry 2325fb11a8 Mono: Improve API assembly load error message on exported games 2019-09-25 22:32:39 +02:00
Ignacio Etcheverry 5ff4e0516b Mono: Don't use project settings for debugger agent on exported games 2019-09-25 22:03:24 +02:00
Rémi Verschelde dec10dd776
Merge pull request #32051 from qarmin/some_error_explanation
Added some obvious errors explanations
2019-09-25 11:51:54 +02:00
qarmin 17732fe698 Added some obvious errors explanations 2019-09-25 10:28:50 +02:00
Ignacio Etcheverry 95c685143a C#: Make sure cs_glue_version is present when building export templates 2019-09-20 17:41:20 +02:00
Ignacio Etcheverry 3dcd7e54f4 Mono: Fix unable to create log file due to str_format bug 2019-09-08 19:40:17 +02:00
Ignacio Etcheverry 5a6070dde3 Mono: Force preemptive thread suspend mode as a temporary workaround 2019-08-30 01:33:50 +02:00
Rémi Verschelde 538328898b Style: Fix copyright headers in new files 2019-08-28 09:19:52 +02:00
Ignacio Etcheverry aa805e2699 Fix 'android_mono_config.gen.cpp' not compiled first time it's generated 2019-08-26 17:46:57 +02:00
Rémi Verschelde 8995d95da0
Merge pull request #31347 from neikeq/monodevelop-addin
C#: Add Ide Connection library and server for the editor
2019-08-14 11:39:41 +02:00
Ignacio Etcheverry c55ce204b3 Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in 'modules/mono'
And 'CRASH_*_MSG' as well.

Also make error messages puntuation and quotation more consistent.
2019-08-09 12:13:21 +02:00
Ignacio Etcheverry 0b94203a79 C#: Add Ide Connection library and server for the editor
This will be used for communicating between the Godot editor and external IDEs/editors, for things like opening files, triggering hot-reload and running the game with a debugger attached.
2019-08-04 01:57:53 +02:00
Ignacio Etcheverry c9befa63d2 Mono: Don't try to update project assemblies from project manager
Previously, when running the project manager, we would try to load the API assemblies from the project and fail because we were not editing any project. This would make us try to copy the prebuilt API assemblies to the project. Since there is no project, it would try to copy them to the executable location. This would fail if Godot doesn't have permissions to write to that location.
This commit fixes that by instead trying to load the prebuilt API assemblies in the first place, if running the project manager.
2019-07-25 17:52:45 +02:00
Ignacio Etcheverry 513cc78f85 Mono: Add option to keep running after unhandled exceptions
By default, an unhandled exception will cause the application to be terminated; but the project setting `mono/unhandled_exception_policy` was added to change this behaviour.
The editor is hard-coded to never terminate because of unhandled exceptions, as that would make writing editor plugins a painful task, and we cannot kill the editor because of a mistake in a thirdparty plugin.
2019-07-24 23:19:15 +02:00
Ignacio Etcheverry 0197d86ab4 Mono: Fix editor API assembly not being updated
If both the core and editor API assemblies are missing or out of sync, Godot will only update the former and then abort when trying to load them again because the latter was not updated. Godot will update it correctly the next time it's started, but this should not be needed and it should work the first time. This commit fixes that.
2019-07-22 00:16:24 +02:00
Ignacio Etcheverry ec679dfffa Fix mono module build errors for release templates 2019-07-20 15:52:26 +02:00
Ignacio Etcheverry e59ac40712 Mono: Better handling of missing/outdated API assemblies
Remove the old API assembly invalidation system. It's pretty simple since now the editor has a hard dependency on the API assemblies and SCons takes care of prebuilding them.
If we fail to load a project's API assembly because it was either missing or outdated, we just copy the prebuilt assemblies to the project and try again. We also do this when creating the solution and before building, just in case the user removed them from the disk after they were loaded.
This way the API assemblies will be always loaded successfully. If they are not, it's a bug.

Also fixed:

- EditorDef was behaving like GlobalDef in GodotTools.
- NullReferenceException because we can't serialize System.WeakReference yet. Use Godot.WeakRef in the mean time.
2019-07-14 19:17:07 +02:00
Rémi Verschelde d2e620b8fc
Merge pull request #30463 from neikeq/fix-search-dirs
Fix export templates ignoring assemblies in 'res://.mono/assemblies'
2019-07-09 21:59:32 +02:00
Ignacio Etcheverry df6d1656fe Fix export templates ignoring assemblies in 'res://.mono/assemblies' 2019-07-09 16:49:02 +02:00
Ignacio Etcheverry 069af23bdb Mono: Fix build errors with tools=no 2019-07-08 18:07:20 +02:00
Ignacio Etcheverry 5ed3d34cd9 Fix --generate-mono-glue bug when directory doesn't exist
DirAccess::get_full_path(path) only works if the path exists. Implement our own abspath function.
2019-07-08 18:07:15 +02:00
Ignacio Etcheverry 270af6fa08 Re-write mono module editor code in C#
Make the build system automatically build the C# Api assemblies to be shipped with the editor.
Make the editor, editor player and debug export templates use Api assemblies built with debug symbols.
Always run MSBuild to build the editor tools and Api assemblies when building Godot.
Several bugs fixed related to assembly hot reloading and restoring state.
Fix StringExtensions internal calls not being registered correctly, resulting in MissingMethodException.
2019-07-05 09:38:23 +02:00
Ignacio Etcheverry 9f1a8ce6a2 Mono: Android build and shared libraries fixes
Fix location of Mono's shared libraries.
Fix build failing if the directory 'platform/android/java/libs/{target}/{abi}' doesn't exist.
2019-07-03 17:48:12 +02:00
qarmin 4e5310cc60 Some code changed with Clang-Tidy 2019-06-26 15:08:25 +02:00
JohnJLight 38d3bfe971 Made use of semicolons more consitent, fixed formatting 2019-06-19 15:24:31 +02:00
Ignacio Etcheverry 14df9e5cb2 Android build and export for the mono module 2019-06-03 17:09:24 +02:00
Ignacio Roldán Etcheverry e2375f487c
Merge pull request #29079 from neikeq/oopsie
Fix C# build error in MarshalUtils debug code
2019-05-21 19:54:34 +02:00
Ignacio Etcheverry 9b76c56098 Fix C# build error in MarshalUtils debug code 2019-05-21 19:09:00 +02:00
Ignacio Etcheverry 66b930a266 Replace call to 'mono_runtime_object_init' with manual ctor invoking 2019-05-21 00:06:04 +02:00
Ignacio Etcheverry 5a4bf4f369 C#: Marshalling support for IEnumerable<> and IDictionary<,>
Also fixed the hint string of exported members.
2019-05-18 19:39:56 +02:00
Ignacio Etcheverry 470b80cc55 C#: Support resource type hint in exported arrays
- Elements of types like PackedScene will display with the special editor for such type.
2019-04-29 21:20:05 +02:00
Rémi Verschelde 554c0ea90b
Merge pull request #28423 from neikeq/dont-forget-to-think-a-name-for-this-branch
C#: Deprecate accessor methods and generate correct int and float types
2019-04-29 16:56:25 +02:00
Ignacio Etcheverry 791e1294c3 Mono: Lazily load scripts metadata file
- Only load the scripts metadata file when it's really needed. This way we avoid false errors, when there is no C# project,  about missing scripts metadata file.
2019-04-26 19:53:44 +02:00
Ignacio Etcheverry c20a3823a2 C# bindings generator cleanup
- Normal log messages are no longer warnings.
- BindingsGenerator is no longer a singleton.
- Added a log function.
2019-04-25 20:34:28 +02:00
Ignacio Etcheverry d93c354807 Fix invalid mono log file name on Windows 2019-04-24 18:52:03 +02:00
Ignacio Etcheverry 8759c0e31a Mono: Use exit(status) instead of abort() in exception hook 2019-04-18 15:01:50 +02:00
Ignacio Etcheverry 20e5e2fec7 Mono: Logging improvements
- The default log level in debug builds is now 'info' instead of 'debug'.
- Add option to specify a different log level with the 'GODOT_MONO_LOG_LEVEL' environment variable.
- The name of log files is now a readable date and time.
- Always print the log file path (previously it was printed only it in verbose mode).
2019-04-17 23:03:32 +02:00
Rémi Verschelde 918de768a5
Merge pull request #27711 from neikeq/ifdef-clang-tidy
Replace a few #if/#elif with #ifdef and "#elif defined"
2019-04-08 12:24:30 +02:00
Ignacio Etcheverry 480d4c6fba C#: Support type hints for exported Arrays
Added the code for Dictionary as well, but it's not yet supported by the Godot inspector.
2019-04-06 12:14:43 +02:00
Ignacio Etcheverry 187e6ae26d C#: Add marshalling support for IEnumerable and IDictionary
Added constructor that takes IEnumerable for Array and IEnumerable<T> for Array<T>.
Added constructor that takes IDictionary for Dictionary and IDictionary<TKey, TValue> for Dictionary<TKey, TValue>.
2019-04-06 12:14:37 +02:00
Ignacio Etcheverry ad2127a3e8 Replace a few #if/#elif with #ifdef and "#elif defined" 2019-04-05 23:41:51 +02:00
Ignacio Etcheverry e9e7aab8eb Mono: Some assembly referencing changes and cleanup
Apparently we don't need to call mono_debug_close_image ourselves and we can call mono_image_close right away as it's not our duty to keep that reference.
2019-03-10 18:55:31 +01:00
Ignacio Etcheverry 4299332ecc Mono: Fix assemblies path String incorrectly constructed from utf8
Also fixed a wrong ifdef that was causing Mono to never be initialized if mscorlib was not found (which was the case with the utf8 assemblies path bug this commit fixes).
This condition was meant for exported projects only, not for the editor only.
2019-03-09 23:00:03 +01:00
Ignacio Roldán Etcheverry 65487ed4ed
Merge pull request #26746 from shartte/godot-trace-listener
Add a custom TraceListener on Startup for Mono
2019-03-08 07:05:41 +01:00
Sebastian Hartte 37d448fca7 Added a Godot TraceListener, which is automatically installed on startup. Fixes that Debug/Trace Assertions are simply swallowed by Godot. 2019-03-07 21:00:19 +01:00
Ignacio Etcheverry e904f814c8 Mono: Fix crash when re-using script binding after domain reloading 2019-03-07 19:55:40 +01:00
Ignacio Etcheverry 6492de800f
Merge pull request #26661 from neikeq/issue-17601
Mono: Fix array field being assigned MonoArray** instead of MonoArray*
2019-03-05 23:03:25 +01:00
Ignacio Etcheverry c6ac7333a6 Mono: Fix array field being assigned MonoArray** instead of MonoArray*
Fixes #17601
2019-03-05 21:46:55 +01:00
Rémi Verschelde 0a7de5472f
Merge pull request #26591 from neikeq/oi
Mono: Add option to print MSBuild output and improve out of sync error
2019-03-04 18:36:10 +01:00
Ignacio Etcheverry 8877b07f4c Mono: Add option to print MSBuild output and improve out of sync error 2019-03-04 16:05:08 +01:00
Carter Anderson 839ed2d092 Add mono log profiler support 2019-03-02 23:32:03 -08:00
marxin e5f665c718 Fix -Wsign-compare warnings.
I decided to modify code in a defensive way. Ideally functions
like size() or length() should return an unsigned type.
2019-02-27 07:45:57 +01:00
marxin 8d51618949 Add -Wshadow=local to warnings and fix reported issues.
Fixes #25316.
2019-02-20 19:44:12 +01:00
Ignacio Etcheverry 9421da57ad C#: Add 'Singleton' property to singleton wrapper class
This property returns an instance of the singleton.
The purpose of this is to allow using methods from the base class like 'Connect'.
Since all Godot singletons inherit Object, the type of the returned instance is Godot.Object.
2019-02-19 22:38:22 +01:00
Ignacio Etcheverry 1174d10e3c
Merge pull request #25890 from neikeq/issue-25818
Fix Godot.Reference marshalling from MonoObject* to Variant
2019-02-19 15:05:05 +01:00