- 21 Dec, 2019 10 commits
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Ignacio Roldán Etcheverry authored
Fix mono on windows path ext error
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Dan Kramer authored
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Rémi Verschelde authored
Mono/C#: Remove GodotTools dependency on the Mono.Posix assembly
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Ignacio Etcheverry authored
MSBuild on Windows uses the system .NET Framework BCL instead of Mono's. Because of this, it may not be able to find the Mono.Posix assembly, so it's better not to depend on it. We needed Mono.Posix to call Syscall.access, so we can replace this with an internal call that does the same in C++.
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Rémi Verschelde authored
Makes more editor strings translatable
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Rémi Verschelde authored
Mention that bbcode_text += string is a bad idea
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Haoyu Qiu authored
* "Add" button text in Groups Editor * "Receiver Method" in Connect Signal Dialog * "Play Mode" in Animation State Machine Editor * "Mesh Library" button text in Mesh Library editor plugin * Compose Array node button texts in Visual Script * Various button texts in TileSet Editor * Various Run Script errors
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Rémi Verschelde authored
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Tomasz Chabora authored
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Rémi Verschelde authored
Mention how to handle cancel in ConfirmationDialog
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- 20 Dec, 2019 9 commits
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Tomasz Chabora authored
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Rémi Verschelde authored
Fixes property names serialization in project.godot
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Rémi Verschelde authored
Set proper icons for FileDialog in editor theme
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Rémi Verschelde authored
Always use 16 bit renderbuffer depth on WebGL
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Rémi Verschelde authored
Updated docs for many VisualServer methods
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volzhs authored
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clayjohn authored
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Haoyu Qiu authored
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clayjohn authored
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- 19 Dec, 2019 11 commits
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Rémi Verschelde authored
Mono/C#: Remove hard-coded debugger wait at initialization
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Ignacio Etcheverry authored
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.
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Ignacio Etcheverry authored
`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.
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Rémi Verschelde authored
Fix selection on 3D viewport with half resolution
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JFonS authored
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Rémi Verschelde authored
Fix build warning in ustring.cpp on Windows/MSVC platform
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Rémi Verschelde authored
Fix ScriptTextEditor encapsulation
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Rémi Verschelde authored
Fixes Curve Editor margin
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Yuri Roubinsky authored
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Haoyu Qiu authored
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- 18 Dec, 2019 10 commits
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Juan Linietsky authored
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Rémi Verschelde authored
Fix error log when selecting child of Containers
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volzhs authored
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Yuri Roubinsky authored
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Rémi Verschelde authored
Mono: Copy native and btls libs on macOS
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Yuri Roubinsky authored
Updates toggle scripts switch tooltip (if user changed the shortcut)
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Yuri Roubinsky authored
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Rémi Verschelde authored
Make right align for calls number in Profiler
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Rémi Verschelde authored
Updates docs of AABB and Plane
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Rémi Verschelde authored
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