This ensures that all users of the Mono flavour of Godot 3.0 are aware
of its current shortcomings (no export, crashes and usability issues).
The dialog is shown each time the editor is started, until the checkbox
is disabled (i.e. until users will have actually read it).
Fixes#15956.
- Sometimes `StackFrame.GetMethod()` returns null (e.g.: latest frame of a `MissingMethodException`). Still not sure what to do with that frame (maybe skip it), but at least it no longer fails.
- Skip `CSharpLanguage::debug_get_current_stack_info()` if an error is printed from `GDMonoUtils::update_corlib_cache()`.
- Fix crash when calling `GDMonoUtils::print_unhandled_exception(exc)` if there is no ScriptDebugger attached.
Notable potentially breaking changes:
- PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL
- Some properties were renamed, and sometimes even shadowed by new ones
- New getter methods (some virtual) were added
Fixes#15468
Also improves the error messages if the string isn't hex, because saying that the color value is negative is just a side effect of the implementation and tells you nothing.
- Fix VS Code opening on the previous line to the desired one.
- Fix running MonoDevelop without the line and column parameters.
- Fix `ScriptEditor::_goto_script_line` not working with language overriden external editors.
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
- alloc_language_binding: Use strong GC handle as well for references. Fixes#15138
- Set the native instance field of Godot.Object to IntPtr.Zero when it's freed.
- Create weak handles without tracking resurrection (that was causing trouble). This means we have to call notification predelete before queueing a native Object for deletion, and use the MonoObject* passed by the finalizer because the weak GC handle target will return NULL at this point.
Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html
(latest as of this commit).
Three virtual methods are added to OS for the various XDG paths we will use:
- OS::get_data_path gives XDG_DATA_HOME, or if missing:
~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_config_path gives XDG_CONFIG_HOME, or if missing:
~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_cache_path gives XDG_CACHE_HOME, or if missing:
~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows
So for Windows there are no changes, for Linux we follow the full split spec
and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot.
Support for system-wide installation of templates on Unix was removed for now,
as it's a bit hackish and I don't think anyone uses it.
user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by
default, but when using the application/config/use_shared_user_dir option
it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame.
For now everything still goes in EditorSettings::get_settings_dir(), but
this will be changed in a later commit to make use of the new splitting
where relevant.
Part of #3513.