Commit Graph

1533 Commits

Author SHA1 Message Date
Ignacio Roldán Etcheverry 67db89988d C#: Ensure we only create one CSharpScript per type
Previously, for each scripts class instance that was created from code
rather than by the engine, we were constructing, configuring and
assigning a new CSharpScript.
This has changed now and we make sure there's only one CSharpScript
associated to each type.
2022-08-22 03:36:51 +02:00
Ignacio Roldán Etcheverry 92503ae8db C#: Add source generator for properties and exports default values
The editor no longer needs to create temporary instances to get the
default values. The initializer values of the exported properties are
still evaluated at runtime. For example, in the following example,
`GetInitialValue()` will be called when first looks for default values:

```
[Export] int MyValue = GetInitialValue();
```

Exporting fields with a non-supported type now results in a compiler
error rather than a runtime error when the script is used.
2022-08-22 03:36:51 +02:00
Ignacio Roldán Etcheverry 88e367a406 C#/netcore: Add base desktop game export implementation
This base implementation is still very barebones but it defines the path
for how exporting will work (at least when embedding the .NET runtime).

Many manual steps are still needed, which should be automatized in the
future. For example, in addition to the API assemblies, now you also
need to copy the GodotPlugins assembly to each game project.
2022-08-22 03:36:51 +02:00
Ignacio Roldán Etcheverry f88d8902cf C#: Ensure native handles are freed after switch to .NET Core
Finalizers are longer guaranteed to be called on exit now that
we switched to .NET Core. This results in native instances leaking.

The only solution I can think of so far is to keep a list of all
instances alive to dispose when the AssemblyLoadContext.Unloading
event is raised.
2022-08-22 03:36:51 +02:00
Ignacio Roldán Etcheverry 4d710bf659 C#: Add initial implementation of source generator for script members
This replaces the way we invoke methods and set/get properties.
This first iteration rids us of runtime type checking in those
cases, as it's now done at compile time.
Later it will also stop needing the use of reflection. After that,
we will only depend on reflection for generic Godot Array and
Dictionary. We're stuck with reflection in generic collections
for now as C# doesn't support generic/template specialization.

This is only the initial implementation. Further iterations are
coming, specially once we switch to the native extension system
which completely changes the way members are accessed/invoked.
For example, with the native extension system we will likely need
to create `UnmanagedCallersOnly` invoke wrapper methods and return
function pointers to the engine.

Other kind of members, like event signals will be receiving the
same treatment in the future.
2022-08-22 03:36:51 +02:00
Ignacio Roldán Etcheverry e5e7a795b1 C#: Code cleanup and greatly reduce use of C# pointers 2022-08-22 03:36:51 +02:00
Ignacio Roldán Etcheverry f16c8e3759 Fix detection of .NET Sdk from snap and allow higher versions 2022-08-22 03:36:51 +02:00
Ignacio Roldán Etcheverry 315636e77c C#: Fallback to `dotnet --info` to determine .NET RID
Some Linux distros use their distro name as the RID for directory names.
If the .NET Host directory cannot be found with the generic RID,
try to get the rid from `dotnet --info`.

The generic RID should still be the first choice. Some platforms like
Windows 10 define the RID as `win10-x64` but still use the generic
`win-x64` for directory names.

Co-authored-by: Lewis James <lewiji+github@gmail.com>
2022-08-22 03:36:51 +02:00
Ignacio Roldán Etcheverry f9a67ee9da C#: Begin move to .NET Core
We're targeting .NET 5 for now to make development easier while
.NET 6 is not yet released.

TEMPORARY REGRESSIONS
---------------------

Assembly unloading is not implemented yet. As such, many Godot
resources are leaked at exit. This will be re-implemented later
together with assembly hot-reloading.
2022-08-22 03:35:59 +02:00
Ignacio Roldán Etcheverry 513ee857a9 C#: Restructure code prior move to .NET Core
The main focus here was to remove the majority of code that relied on
Mono's embedding APIs, specially the reflection APIs. The embedding
APIs we still use are the bare minimum we need for things to work.
A lot of code was moved to C#. We no longer deal with any managed
objects (`MonoObject*`, and such) in native code, and all marshaling
is done in C#.

The reason for restructuring the code and move away from embedding APIs
is that once we move to .NET Core, we will be limited by the much more
minimal .NET hosting.

PERFORMANCE REGRESSIONS
-----------------------

Some parts of the code were written with little to no concern about
performance. This includes code that calls into script methods and
accesses script fields, properties and events.
The reason for this is that all of that will be moved to source
generators, so any work prior to that would be a waste of time.

DISABLED FEATURES
-----------------

Some code was removed as it no longer makes sense (or won't make sense
in the future).
Other parts were commented out with `#if 0`s and TODO warnings because
it doesn't make much sense to work on them yet as those parts will
change heavily when we switch to .NET Core but also when we start
introducing source generators.
As such, the following features were disabled temporarily:
- Assembly-reloading (will be done with ALCs in .NET Core).
- Properties/fields exports and script method listing (will be
  handled by source generators in the future).
- Exception logging in the editor and stack info for errors.
- Exporting games.
- Building of C# projects. We no longer copy the Godot API assemblies
  to the project directory, so MSBuild won't be able to find them. The
  idea is to turn them into NuGet packages in the future, which could
  also be obtained from local NuGet sources during development.
2022-08-22 03:35:59 +02:00
Ignacio Roldán Etcheverry 5e37d073bb C#: Re-write GD and some other icalls as P/Invoke 2022-08-22 03:35:59 +02:00
Ignacio Roldán Etcheverry 9a51430441 C#: Re-write Array, Dictionary, NodePath, String icalls as P/Invoke 2022-08-22 03:35:59 +02:00
Ignacio Roldán Etcheverry c4ccabd3fb C#: Remove DynamicGodotObject/Object.DynamicObject
We are moving in the direction of no dynamic code generation,
so this is no longer desired.

The feature can still be easily implemented by any project that
still want it.
2022-08-22 03:35:59 +02:00
Ignacio Roldán Etcheverry 124fbf95f8 C#: Move marshaling logic and generated glue to C#
We will be progressively moving most code to C#.
The plan is to only use Mono's embedding APIs to set things at launch.
This will make it much easier to later support CoreCLR too which
doesn't have rich embedding APIs.

Additionally the code in C# is more maintainable and makes it easier
to implement new features, e.g.: runtime codegen which we could use to
avoid using reflection for marshaling everytime a field, property or
method is accessed.

SOME NOTES ON INTEROP

We make the same assumptions as GDNative about the size of the Godot
structures we use. We take it a bit further by also assuming the layout
of fields in some cases, which is riskier but let's us squeeze out some
performance by avoiding unnecessary managed to native calls.

Code that deals with native structs is less safe than before as there's
no RAII and copy constructors in C#. It's like using the GDNative C API
directly. One has to take special care to free values they own.
Perhaps we could use roslyn analyzers to check this, but I don't know
any that uses attributes to determine what's owned or borrowed.

As to why we maily use pointers for native structs instead of ref/out:
- AFAIK (and confirmed with a benchmark) ref/out are pinned
  during P/Invoke calls and that has a cost.
- Native struct fields can't be ref/out in the first place.
- A `using` local can't be passed as ref/out, only `in`. Calling a
  method or property on an `in` value makes a silent copy, so we want
  to avoid `in`.

REGARDING THE BUILD SYSTEM

There's no longer a `mono_glue=yes/no` SCons options. We no longer
need to build with `mono_glue=no`, generate the glue and then build
again with `mono_glue=yes`. We build only once and generate the glue
(which is in C# now).
However, SCons no longer builds the C# projects for us. Instead one
must run `build_assemblies.py`, e.g.:
```sh
%godot_src_root%/modules/mono/build_scripts/build_assemblies.py \
        --godot-output-dir=%godot_src_root%/bin \
        --godot-target=release_debug`
```
We could turn this into a custom build target, but I don't know how
to do that with SCons (it's possible with Meson).

OTHER NOTES

Most of the moved code doesn't follow the C# naming convention and
still has the word Mono in the names despite no longer dealing with
Mono's embedding APIs. This is just temporary while transitioning,
to make it easier to understand what was moved where.
2022-08-22 03:35:59 +02:00
Yuri Sizov 980f5f32f4 Make `property_*_revert` methods multilevel and expose them for scripting 2022-08-18 00:03:53 +03:00
antonWetzel 40a1d6d100 vector4 distance_squared_to and update csharp 2022-08-09 01:59:17 +02:00
Yuri Sizov c5d7115038 Rename the argument tag to param in XML documentation 2022-08-08 22:34:31 +03:00
Raul Santos 34c3966510
Avoid paths with invalid characters in `IsRider` 2022-08-08 02:00:17 +02:00
Raul Santos 83ffe70f1f
Various fixes to C# documentation 2022-08-07 19:18:04 +02:00
Rémi Verschelde 77d3ac700d
Merge pull request #63712 from object71/fix-export-issues 2022-08-06 14:27:17 +02:00
Rémi Verschelde bd833f8e06
Merge pull request #63871 from bruvzg/ts_build_options
Add Text Server related options to the build profiles editor.
2022-08-06 00:23:41 +02:00
Hugo Locurcio db22b7ded0
Rename shader parameter uniform setter/getter methods for consistency
`shader_uniform` is now consistenly used across both per-shader
and per-instance shader uniform methods. This makes methods easier
to find in the class reference when looking for them.
2022-08-04 23:17:06 +02:00
Hristo Stamenov 0e1f7e9f89 Removed faulty function update after get_property_list.
The function tried to rearrange properties but that lead to problems with duplication or deleted properties. Implemented the logic that that function did inside the get_property_list both for tool scripts and non-tool scripts.
2022-08-03 21:45:16 +03:00
Aaron Franke 19a4d75b44
Replace Vector3.ToDiagonalMatrix with Basis.FromScale in C# 2022-08-03 10:24:22 -05:00
bruvzg 066ca97690
Add Text Server related options to the build profiles editor.
Adds SCons options to disable Brotli and Graphite.
Adds option categories to the build profiles editor.
Adds options default state to the build profiles editor.
Adds Text Server related options to the build profiles editor.
Fix misplaced OpenGL/Vulkan SCons options.
2022-08-03 15:06:43 +03:00
Fabian Keller f242f9c738 Fix consistency of translated/scaled/rotated in Transform2D and Transform3D 2022-08-02 23:38:14 +02:00
Raul Santos a4ad1dfa51
C#: Remove unused `Transform2D.ScaleBasis` method 2022-08-01 20:56:29 +02:00
Raul Santos d0e586fc7e
Rename math 'phi' arguments to 'angle' in C# 2022-08-01 02:42:20 +02:00
Rémi Verschelde 14828c331c Mono: Fix build after #63737 2022-08-01 00:40:18 +02:00
antonWetzel 87ebfff46d create vector4, vector4i and projection for csharp 2022-07-31 19:42:34 +02:00
Rémi Verschelde 556cc22dd0
Merge pull request #63656 from raulsntos/fix-signal-bind-csharp 2022-07-31 13:29:31 +02:00
Rémi Verschelde bd58300718
Merge pull request #63661 from raulsntos/fix-editor-paths-include
Add `editor_paths.h` include missing in mono module
2022-07-31 09:57:37 +02:00
Aaron Franke ab4b5af286
Fix TranslatedLocal method in C# affecting the original transform 2022-07-30 11:54:35 -05:00
Raul Santos cef3ca4024
Add editor_paths.h include missing in mono module 2022-07-30 02:00:56 +02:00
Raul Santos ca47471dfa
Fix Callable calls in mono module
The `Callable::call` and `Callable::call_deferred` methods have been
renamed to `Callable::callp` and `Callable::call_deferredp`.
2022-07-29 21:56:02 +02:00
kobewi c3606cb5f3 Swap arguments of ResourceSaver.save() 2022-07-29 19:53:09 +02:00
Aaron Franke ac870ab1c8
Move editor paths into the EditorPaths class 2022-07-29 11:07:30 -05:00
Rémi Verschelde 14d021287b
Merge pull request #63049 from Faless/mp/4.x_as_module 2022-07-28 20:46:31 +02:00
Rémi Verschelde 199ea349f5
Merge pull request #57698 from bluenote10/feature/rename_translated_to_translated_local 2022-07-28 10:03:07 +02:00
Fabio Alessandrelli ca7d572908 [Net] Modularize multiplayer, expose MultiplayerAPI to extensions.
- RPC configurations are now dictionaries.
- Script.get_rpc_methods renamed to Script.get_rpc_config.
- Node.rpc[_id] and Callable.rpc now return an Error.
- Refactor MultiplayerAPI to allow extension.
- New MultiplayerAPI.rpc method with Array argument (for scripts).
- Move the default MultiplayerAPI implementation to a module.
2022-07-26 09:31:12 +02:00
Rémi Verschelde 90019676b0 Code quality: Fix header guards consistency
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 11:17:40 +02:00
reduz 455c06ecd4 Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.

* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.

These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.

**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-23 14:00:01 +02:00
Aaron Franke b00bb577e7
Rename directory for export templates from templates to export_templates 2022-07-22 12:35:43 -05:00
Yuri Rubinsky ccc56cc6d4 Rename `epsilon` to `tolerance` in the `Plane::has_point` method 2022-07-21 20:15:15 +03:00
bruvzg 8823eae328
Rename OSX to macOS and iPhoneOS to iOS. 2022-07-21 09:37:52 +03:00
Fabian Keller 2bf9e6090c rename translate(d) to translate(d)_local in Transform 2D/3D 2022-07-16 11:47:54 +02:00
Lerg 52adbb763e Fix documentation for C# Vector2/3i classes.
The / operator was wrongly documented as a multiplication.
2022-07-13 22:49:22 +02:00
Rémi Verschelde 31974aaae2
Merge pull request #62805 from raulsntos/csharp-rpc 2022-07-07 17:21:51 +02:00
Rémi Verschelde 3768236ad2
Merge pull request #62789 from raulsntos/csharp-export-nodes 2022-07-07 17:21:10 +02:00
Rémi Verschelde 421e93b590
Merge pull request #62782 from raulsntos/csharp-bitfield-enums 2022-07-07 14:59:21 +02:00
Rémi Verschelde 72b3e81bdf
Merge pull request #62801 from raulsntos/ensure-nuget-path-exists 2022-07-07 12:23:35 +02:00
bruvzg 0c5431644d
Allows parsing of invalid UTF-16 surrogates (can be encountered in Windows filenames) and some non-standard UTF-8 variants, makes Unicode parse errors more verbose. 2022-07-07 11:07:18 +03:00
Rémi Verschelde 28a3dee276
Merge pull request #62791 from raulsntos/csharp-bezier-interpolation
C#: Add `BezierInterpolate` method
2022-07-07 09:40:36 +02:00
Raul Santos 8131358b71
C#: New `RPCAttribute`
Replace old RPC attributes with a new single `RPCAttribute` which works
like the GDScript `@rpc` annotation.
2022-07-07 04:10:38 +02:00
Raul Santos 1637d0c699
Ensure NuGet.config directory exists 2022-07-07 01:53:32 +02:00
Raul Santos 71f99c6d40
C#: Add `BezierInterpolate` method
Adds a `BezierInterpolate` method for floats in `Mathf` and for vectors
in `Vector2` and `Vector3`.
2022-07-06 21:59:42 +02:00
Raul Santos 68477e9b1b
C#: Enable exporting nodes to the inspector 2022-07-06 21:49:53 +02:00
Raul Santos f9c43c5489
Add C# support for bitfield enums (flags) 2022-07-06 17:49:37 +02:00
Rémi Verschelde 635d447a69
Merge pull request #62713 from YuriSizov/docs-scripting-annotations 2022-07-06 15:31:19 +02:00
reduz 5ac42cf576 Implement a BitField hint
Allows to specify the binder that an enum must be treated as a bitfield.
2022-07-05 22:13:37 +02:00
Yuri Sizov a9098e6147 Add support for documenting built-in annotations 2022-07-04 20:21:39 +03:00
Silc Renew dc43cfc830 implement bone renamer in importer 2022-07-01 03:55:28 +09:00
Voylin c6291bcd8a Adding print_rich for printing with BBCode 2022-06-29 00:41:29 +09:00
Rémi Verschelde fec3a48e53
Merge pull request #59918 from piiertho/enhancement/rename-controll-minimum_size-to-custom_minimum_size 2022-06-24 14:54:53 +02:00
Pierre-Thomas Meisels 5ad1a1b5e7 enhancement: rename exposed property Control::minimum_size to Control::custom_minimum_size 2022-06-23 18:06:10 +02:00
Rémi Verschelde 870c02143b Mono: Update Newtonsoft.Json to 13.0.1
See https://github.com/advisories/GHSA-5crp-9r3c-p9vr
2022-06-23 16:24:16 +02:00
reduz 141c375581 Clean up Hash Functions
Clean up and do fixes to hash functions and newly introduced murmur3 hashes in #61934
* Clean up usage of murmur3
* Fixed usages of binary murmur3 on floats (this is invalid)
* Changed DJB2 to use xor (which seems to be better)
2022-06-20 12:54:19 +02:00
Rémi Verschelde dd93ae63fa
Merge pull request #61991 from bruvzg/property_shortcut
Make enum/constant binds 64-bit.
2022-06-17 21:05:51 +02:00
Rémi Verschelde c8e17b5a30
Merge pull request #62069 from iamjsk10/master
Typo: Changed "forech" into "foreach" in string_utils.cpp
2022-06-17 18:36:08 +02:00
bruvzg 860e24683f
Make enum/constant binds 64-bit. 2022-06-17 16:36:26 +03:00
iamjsk10 d3a839f4b1 Mono: Fix typo to `foreach` C# keyword 2022-06-17 13:03:32 +02:00
Raul Santos 525b5e0e16
Fix EditorScenePostImport templates for C# 2022-06-16 19:29:59 +02:00
Paul Joannon ee95a1cb28
Fix Lerp documentation and implement RangeLerp 2022-06-16 13:56:32 +02:00
Rémi Verschelde d82c227e2b
Merge pull request #61486 from jtnicholl/import_script_templates
Add script templates for EditorScenePostImport
2022-06-15 21:07:42 +02:00
Jonathan Nicholl 912d8e23ca Add script templates for EditorScenePostImport 2022-06-15 12:41:37 -04:00
Joshua Quinones 003ad31ed5
Added documentation comments to the .NET library
Comments have been added for the following:
modules/mono/glue/GodotSharp/GodotSharp/Core/GodotTaskScheduler.cs
modules/mono/glue/GodotSharp/GodotSharp/Core/GodotSynchronizationContext.cs
modules/mono/glue/GodotSharp/GodotSharp/Core/Attributes/AssemblyHasScriptsAttribute.cs
modules/mono/glue/GodotSharp/GodotSharp/Core/Attributes/DisableGodotGeneratorsAttribute.cs
modules/mono/glue/GodotSharp/GodotSharp/Core/Attributes/ExportAttribute.cs
modules/mono/glue/GodotSharp/GodotSharp/Core/Attributes/GodotMethodAttribute.cs
modules/mono/glue/GodotSharp/GodotSharp/Core/Attributes/ScriptPathAttribute.cs
2022-06-11 21:37:40 -05:00
Rémi Verschelde c0bf18e923
Merge pull request #57824 from raulsntos/csharp-typed-arrays 2022-06-03 17:32:41 +02:00
Raul Santos 329818f20b
Support explicit values in flag properties, add C# flags support
- Add support for explicit values in properties using `PROPERTY_HINT_FLAGS`
that works the same way it does for enums.
- Fix enums and flags in VisualScriptEditor (it wasn't considering the
explicit value).
- Use `PROPERTY_HINT_FLAGS` for C# enums with the FlagsAttribute instead
of `PROPERTY_HINT_ENUM`.
2022-06-03 05:19:01 +02:00
Raul Santos 8dec74f22f
Generate typed array parameters in C# bindings
Adds support for generating C# bindings that use the generic `Array<T>`
type instead of the non-generic `Array` type when the registered ClassDB
method specifies the array element type.
2022-06-03 05:17:53 +02:00
reduz 45af29da80 Add a new HashSet template
* Intended to replace RBSet in most cases.
* Optimized for iteration speed
2022-05-20 22:40:38 +02:00
reduz 746dddc067 Replace most uses of Map by HashMap
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
  (order matters) but use is discouraged.

There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
2022-05-16 10:37:48 +02:00
Rémi Verschelde 947a1fa090
Merge pull request #60956 from macjuul/hide-mono-cmd-prompt
Prevent blank command prompts from spawning when building a mono project
2022-05-12 21:23:00 +02:00
Julian Mills d606a8eded Fix blank command prompts spawning
prevent certain mono actions from displaying empty command prompts.
2022-05-12 13:49:37 +02:00
reduz 8b7c7f5a75 Add a new HashMap implementation
Adds a new, cleaned up, HashMap implementation.

* Uses Robin Hood Hashing (https://en.wikipedia.org/wiki/Hash_table#Robin_Hood_hashing).
* Keeps elements in a double linked list for simpler, ordered, iteration.
* Allows keeping iterators for later use in removal (Unlike Map<>, it does not do much
  for performance vs keeping the key, but helps replace old code).
* Uses a more modern C++ iterator API, deprecates the old one.
* Supports custom allocator (in case there is a wish to use a paged one).

This class aims to unify all the associative template usage and replace it by this one:
* Map<> (whereas key order does not matter, which is 99% of cases)
* HashMap<>
* OrderedHashMap<>
* OAHashMap<>
2022-05-12 11:21:29 +02:00
bruvzg ffe61e0895
[macOS / iOS] Fix text-to-speech build with older macOS / iOS SDK.
Add __has_include check for AVFAudio include.
Add some explicit casts to avoid conflicts.
Change all `include`s to `import`s for consistency.
2022-05-10 21:11:34 +03:00
Vitika9 aef3b5681d Changed signals of ItemList 2022-05-06 13:09:04 +05:30
Rémi Verschelde e7a58a7eb6 Core: Rename math 'phi' arguments to 'angle' 2022-05-05 14:17:39 +02:00
Rémi Verschelde 84f64ddde9
Merge pull request #60723 from reduz/refactor-module-initialization 2022-05-04 19:08:43 +02:00
reduz de0ca3b999 Refactor module initialization
* Changed to use the same stages as extensions.
* Makes the initialization more coherent, helping solve problems due to lack of stages.
* Makes it easier to port between module and extension.
* removed the DRIVER initialization level (no longer needed).
2022-05-04 17:34:51 +02:00
Rémi Verschelde 931838b330
Merge pull request #60627 from aaronfranke/rename-elements
Rename Transform2D and Basis `elements` to `columns` and `rows` respectively
2022-05-03 14:40:01 +02:00
Hugo Locurcio 180e5d3028
Remove `RES` and `REF` typedefs in favor of spelled out `Ref<>`
These typedefs don't save much typing compared to the full `Ref<Resource>`
and `Ref<RefCounted>`, yet they sometimes introduce confusion among
new contributors.
2022-05-03 01:43:50 +02:00
Aaron Franke 1bf94dff3a
Rename Basis "elements" to "rows" 2022-04-29 08:02:56 -05:00
Aaron Franke b831fb0a54
Rename Transform2D "elements" to "columns" 2022-04-29 08:02:39 -05:00
bruvzg 4bf99f4af2 Narrow FileAccess scope to prevent deadlocks. 2022-04-12 10:54:39 +03:00
bruvzg 9381acb6a4
Make FileAccess and DirAccess classes reference counted. 2022-04-11 13:28:51 +03:00
Rémi Verschelde f8ab79e68a Zero initialize all pointer class and struct members
This prevents the pitfall of UB when checking if they have been
assigned something valid by comparing to nullptr.
2022-04-04 19:49:50 +02:00
Rémi Verschelde a647fb3e62 Fix typos with codespell
Using codespell 2.2-dev from current git.

Fix a couple incorrect uses of gendered pronouns.
2022-03-31 14:07:29 +02:00
Rémi Verschelde 7119d355eb String: Remove TTR and DTR defines in non-tools build
This ensures we don't use TTR in runtime code, as it's specifically meant
to source translations for the editor.
2022-03-28 20:26:35 +02:00
Rémi Verschelde c9b75431f3 Refactor GDScript/C# script templates logic to be editor-only
Not a full refactor as it still goes through ScriptLanguage so it's hacky,
but at least it can now compile without this.
2022-03-28 16:21:00 +02:00
Rémi Verschelde 143d13717b
Merge pull request #59553 from reduz/script-extension-support 2022-03-28 13:35:21 +02:00