Commit Graph

1003 Commits

Author SHA1 Message Date
Rémi Verschelde
db5ea78b7b
Merge pull request #41613 from neikeq/possibly
Fix clang-tidy warnings due to semicolon after mono module macros
2020-08-30 12:04:16 +02:00
Rémi Verschelde
30029e1d7f
Merge pull request #41611 from neikeq/issue-41444
C#: Fix crash on export when incorrectly freeing MonoAssemblyName
2020-08-30 12:02:55 +02:00
Ignacio Etcheverry
8c7553a076 Fix clang-tidy warnings due to semicolon after mono module macros
This also enforces them to end with a semicolon.
2020-08-30 02:17:04 +02:00
Ignacio Etcheverry
99740850a2 C#: Fix InvalidCastException on export 2020-08-30 01:55:21 +02:00
Ignacio Etcheverry
7c7d724453 C#: Fix crash on export when incorrectly freeing MonoAssemblyName 2020-08-30 01:48:43 +02:00
Thaina Yu
5dc3900727
Mono: Improve MSBuildFinder logic on Windows
Support detecting both 32-bit and 64-bit installations of `vswhere.exe`.
2020-08-29 12:55:29 +02:00
Ignacio Etcheverry
2bd6252e92 C#: Fix 'Parameter toolsPath cannot be null' error 2020-08-24 11:24:08 +02:00
Rémi Verschelde
0559d1001c
Merge pull request #41410 from neikeq/no-bom-on-csproj-creation
C#: Save newly created csproj files without BOM
2020-08-21 02:02:17 +02:00
Rémi Verschelde
ebc194c258
Merge pull request #41409 from neikeq/fix-null-in-msbuild-logger
C#: Fix null exception in our MSBuild logger
2020-08-21 01:58:54 +02:00
Ignacio Etcheverry
b5f6285f34 C#: Save newly created csproj files without BOM 2020-08-21 01:48:56 +02:00
Ignacio Etcheverry
7eed8c5a0c C#: Fix null exception in our MSBuild logger 2020-08-21 01:47:47 +02:00
Ignacio Etcheverry
8bb48ae57a Mono/C#: Fix editor using wrong project assembly path in rare cases
We were removing invalid path characters from the
name in C++ code, but the C# editor code wasn't.
2020-08-21 01:42:47 +02:00
Ignacio Etcheverry
6e7da72648 C#: Fix editor unable to play game after IDE PlayRequest
The editor wasn't clearing the debugger agent
settings properly after a processing a play
request from an IDE. This caused consequent play
attempts to fail if not launched from the IDE,
as the game would still attempt and fail to
connect to the debugger.

The concrete cause: Forgetting to clear the
`GODOT_MONO_DEBUGGER_AGENT` environment variable.
2020-08-19 00:14:57 +02:00
Aaron Franke
56e2c6c704
Make all String float conversion methods be 64-bit 2020-07-27 18:38:53 -04:00
Nhiqill
42d1b4f389 Pop from front to avoid infinite loop with nested classes 2020-07-27 16:36:56 -04:00
Rémi Verschelde
dc456059a4
Merge pull request #40595 from neikeq/godot-net-sdk-and-net-standard
C#: Switch games to MSBuild Sdks and .NET Standard
2020-07-26 20:47:35 +02:00
Rémi Verschelde
f940e5e000 CI: Install master version of psf/black
Until https://github.com/psf/black/pull/1328 makes it in a stable release,
we have to use the latest from Git.

Apply new style fixes done by latest black.
2020-07-26 19:48:25 +02:00
Ignacio Etcheverry
ced77b1e9b C#: Switch games to MSBuild Sdks and .NET Standard
Godot.NET.Sdk
-------------

Godot uses its own custom MSBuild Sdk for game
projects. This new Sdk adds its own functionality
on top of 'Microsoft.NET.Sdk'.

The new Sdk is resolved from the NuGet package.

All the default boilerplate was moved from game
projects to the Sdk. The default csproj for
game project can now be as simple as:

```
<Project Sdk="Godot.NET.Sdk/4.0.0-dev2">
  <PropertyGroup>
    <TargetFramework>netstandard2.1</TargetFramework>
  </PropertyGroup>
</Project>
```

Source files are included by automatically so
Godot no longer needs to keep the csproj in sync
when creating new source files.

Define constants
----------------

Godot defines a list of constants for conditional
compilation. When exporting games, this list also
included engine 'features' and platform 'bits'.
There were a few problems with that:

- The 'features' constants were only defined when
  exporting games. Not when building the game for
  running in the editor player.
- If the project was built externally by an IDE,
  the constants wouldn't be defined at all.

The new Sdk assigns default values to these
constants when not built from the Godot editor,
i.e.: when built from an IDE or from the command
line. The default define constants are determined
from the system MSBuild is running on.

However, it's not possible for MSBuild to
determine the set of supported engine features.
It's also not possible to determine if a project
is being built to run on a 32-bit or 64-bit
Godot executable.

As such the 'features' and 'bits' constants had
to be removed.
The benefit of checking those at compile time
was questionable, and they can still be checked
at runtime.

The new list of define constants includes:

- GODOT
- GODOT_<PLATFORM>
  Defaults to the platform MSBuild is running on.
- GODOT_<PC/MOBILE/WEB>
- TOOLS
  When building with the 'Debug' configuration
  (editor and editor player).
- GODOT_REAL_T_IS_DOUBLE
  Not defined by default unless $(GodotRealTIsDouble)
  is overriden to be 'true'.

.NET Standard
-------------

The target framework of game projects was changed
to 'netstandard2.1'.
2020-07-25 19:22:01 +02:00
George Marques
2b9d9bc364
Remove multilevel calls
In general they are more confusing to users because they expect
inheritance to fully override parent methods. This behavior can be
enabled by script writers using a simple super() call.
2020-07-24 14:13:58 -03:00
mega-bit
0ca96ae2c1 Fix typos in GodotSharp code docs 2020-07-22 22:46:04 +02:00
Ignacio Etcheverry
4a30289eee C#: Fix restore not called when building game projects 2020-07-22 14:28:47 +02:00
Aaron Franke
ad96b6314c
Fix XML in Plane.cs 2020-07-21 20:13:51 -04:00
Aaron Franke
83e324d670
Update core documentation to match recent C# changes
Also a few minor API changes like adding AABB.abs()

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2020-07-21 14:44:53 -04:00
Rémi Verschelde
861c6c63b6
Merge pull request #40218 from aaronfranke/mono-docs
Add C# XML documentation to core C# math types
2020-07-14 10:17:10 +02:00
Aaron Franke
9986439352
Commit other files changed by file_format.sh 2020-07-13 14:14:11 -04:00
Aaron Franke
5fd4fa0b73
Add C# XML documentation to core C# math types 2020-07-11 05:07:24 -04:00
bruvzg
5d54c015b2
[macOS, Mono] Fix "Wdeprecated-declarations" build error. 2020-07-10 18:45:12 +03:00
George Marques
9654365547
Add a map of autoloads to ProjectSettings
So places that need to look into it can use the list instead of parsing
ProjectSettings details (like checking "*" in path for testing if it's
singleton).
2020-07-06 12:35:51 -03:00
Daniel Doran
c3b16e825c Fix Mono PackedArray Marshalling 2020-07-05 14:54:31 -06:00
Rémi Verschelde
347a55d4c2
Merge pull request #40137 from neikeq/fix-clangtidy-warnings-mono
Mono/C#: Fix several clang-tidy warnings and cleanup
2020-07-05 22:32:27 +02:00
Ignacio Etcheverry
2511c43972 Mono/C#: Fix several clang-tidy warnings and cleanup 2020-07-05 19:19:36 +02:00
endlesstravel
d2461bad63 fix crash when pass null in print array in GD.print
fix crash when pass null in print array in GD.print 2

fix crash when pass null in print array in GD.print 3

fix space
2020-07-03 16:55:09 +08:00
G'lek
a5abacd1e7
Change assembly watcher after notification changes
Fixed Mono not building after #39986 was merged due to a constant that got renamed.
2020-06-30 17:41:38 -04:00
Rémi Verschelde
87d2397273
Merge pull request #39837 from neikeq/fix-invalid-unbox-long-as-int
Mono/C#: Fix InvalidCast because of attempt to unbox long as int
2020-06-26 07:56:42 +02:00
Rémi Verschelde
aa42bd14ac
Merge pull request #39839 from neikeq/use-/restore-instead-of-/t-restore
Mono/C#: Use /restore instead of /t:restore when building
2020-06-26 07:49:40 +02:00
Ignacio Etcheverry
4b0c78b3ca Mono/C#: Use /restore instead of /t:restore when building
Documentation recommends not to use /t:restore
together with other targets (like /t:build),
as it messes with the environment.
2020-06-25 23:50:05 +02:00
Ignacio Etcheverry
e8d632720f Mono/C#: Fix InvalidCast because of attempt to unbox long as int 2020-06-25 23:37:53 +02:00
Ignacio Etcheverry
f87ae395ee Mono/C#: Fix unhandled exception not being printed
For some reason `mono_unhandled_exception` is not
printing the exception as its comment claims.
Use `mono_print_unhandled_exception` instead.
2020-06-25 23:28:53 +02:00
Rémi Verschelde
04795d7f1e
Merge pull request #39739 from MichaelBelousov/fix/long-enum-fix-rider-cast
fix underlying type of enum crashing cast in RiderPathManager
2020-06-24 22:51:07 +02:00
Michael Belousov
9f61f1ed54 Mono: fix bad long casts and wrong underlying enum types in GodotTools 2020-06-24 09:35:13 -04:00
Rémi Verschelde
7d60a88888
Merge pull request #39783 from neikeq/messaging-codecompletion-localize-fix
C#: Fix completion request with case insensitive resource path
2020-06-24 01:00:05 +02:00
Ignacio Etcheverry
d569b447ff C#: Fix completion request with case insensitive resource path
Sometimes Visual Studio documents have the root path all in upper case.
Since Godot doesn't support loading resource files with a case insensitive path,
this makes script resource loading to fail when the Godot editor gets code
completion requests from Visual Studio.
This fix allows the resource path part of the path to be case insensitive. It
still doesn't support cases where the rest of the path is also case insensitive.
For that we would need a proper API for comparing paths. However, this fix
should be enough for our current cases.
2020-06-23 20:29:19 +02:00
Hugo Locurcio
31b7f02a29
Remove ToolButton in favor of Button
ToolButton has no redeeming differences with Button;
it's just a Button with the Flat property enabled by default.
Removing it avoids some confusion when creating GUIs.

Existing ToolButtons will be converted to Buttons, but the Flat
property won't be enabled automatically.

This closes https://github.com/godotengine/godot-proposals/issues/1081.
2020-06-19 20:49:49 +02:00
Rémi Verschelde
d5c659c992
Merge pull request #39652 from paulloz/generics-getnodesingroup
[mono] Implement generics GetNodesInGroup
2020-06-19 18:52:36 +02:00
Paul Joannon
183dc04d70 [mono] implement generics GetNodesInGroup 2020-06-19 08:49:24 +02:00
Rémi Verschelde
9562fb900e
Merge pull request #39629 from MichaelBelousov/dont-slice-longs-to-mono
Dont slice 64-bit integers marshaled to mono in dynamic contexts
2020-06-19 07:50:34 +02:00
Hugo Locurcio
24a8d43272 Document Mono-specific classes
This fully documents all Mono-specific classes.
2020-06-18 10:32:34 +02:00
Michael Belousov
60fcefba69 return boxed long when marshalling a godot int to mono runtime in dynamic contexts 2020-06-17 17:16:17 -04:00
Rémi Verschelde
ba0db95909 DocData: Skip language-specific ClassDoc without methods/constants
Removes the useless `@C#`, `@NativeScript` and `@VisualScript` entries.
2020-06-17 15:09:07 +02:00
Ignacio Etcheverry
7756351f47 Fix dynamic linking of MSVC Mono with MinGW Godot 2020-06-15 21:29:50 +02:00