<feed xmlns='http://www.w3.org/2005/Atom'>
<title>godot.git/modules/mono, branch 3.0.1-stable</title>
<subtitle>Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org</subtitle>
<id>https://git.neuromancer.sk/godot.git/atom/modules/mono?h=3.0.1-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/modules/mono?h=3.0.1-stable'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2018-02-21T21:55:46Z</updated>
<entry>
<title>Update warning about C# support</title>
<updated>2018-02-21T21:55:46Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2018-02-21T21:46:04Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=ccf27376a62d16297fb92ffe9f74e02692994b58'/>
<id>urn:sha1:ccf27376a62d16297fb92ffe9f74e02692994b58</id>
<content type='text'>
(cherry picked from commit 24cf4fe062b06205d5fcf3e8824eb14f0fbb0246)
</content>
</entry>
<entry>
<title>[Mono] Fixed "expression did not evaluate to a constant" compiler error for visual studio.</title>
<updated>2018-02-21T21:12:57Z</updated>
<author>
<name>Nathan Warden</name>
</author>
<published>2018-02-20T05:24:52Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=9cfcf102a0ebfc5efc15b1acb22042fdbe2dffc3'/>
<id>urn:sha1:9cfcf102a0ebfc5efc15b1acb22042fdbe2dffc3</id>
<content type='text'>
(cherry picked from commit 72fe70272d540afca691143d3a4f029176e37087)
</content>
</entry>
<entry>
<title>Mono: Fix build status icons</title>
<updated>2018-02-19T21:40:21Z</updated>
<author>
<name>Ignacio Etcheverry</name>
</author>
<published>2018-02-17T17:12:00Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=2abbdcaa20b79015a1356170636f1f2e230ee490'/>
<id>urn:sha1:2abbdcaa20b79015a1356170636f1f2e230ee490</id>
<content type='text'>
(cherry picked from commit 8bd05f0c717032c6b89886c42e8bacd14c20aee9)
</content>
</entry>
<entry>
<title>implement signal related methods in csharp_script so signals can be used with emit</title>
<updated>2018-02-19T21:39:51Z</updated>
<author>
<name>Paul Joannon</name>
</author>
<published>2018-01-18T22:27:43Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=9cba5ef772e8a4e354bef939a71565d22e304470'/>
<id>urn:sha1:9cba5ef772e8a4e354bef939a71565d22e304470</id>
<content type='text'>
(cherry picked from commit cfbd7fd21e6630cc513ac3a36849c0f796d142c3)
</content>
</entry>
<entry>
<title>add a [Signal] attribute to CSharpScripts</title>
<updated>2018-02-19T21:39:44Z</updated>
<author>
<name>Paul Joannon</name>
</author>
<published>2018-01-18T17:17:29Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=416cd9c8b831901393d11c51387a88f8376b68ef'/>
<id>urn:sha1:416cd9c8b831901393d11c51387a88f8376b68ef</id>
<content type='text'>
(cherry picked from commit efd52cd1725145dc9c8038477dbe133b23868e99)
</content>
</entry>
<entry>
<title>Makes project manager never initialize mono debug.</title>
<updated>2018-02-19T21:32:17Z</updated>
<author>
<name>Pieter-Jan Briers</name>
</author>
<published>2018-02-16T15:00:54Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=4b581104e75a3ce61a5319739943f2e5691ce1c6'/>
<id>urn:sha1:4b581104e75a3ce61a5319739943f2e5691ce1c6</id>
<content type='text'>
The heuristic whether we're in the project manager inside GDMono
didn't work if the project manager was launched by not having any path
to run.

This is fixed now by making a Main::is_project_manager().

(cherry picked from commit 10998380799f25cb3198c62f29e30e743c6013ac)
</content>
</entry>
<entry>
<title>Give C# NodePath a ToString().</title>
<updated>2018-02-19T21:31:33Z</updated>
<author>
<name>Pieter-Jan Briers</name>
</author>
<published>2018-02-16T13:07:19Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=f49601a93485ca05cfb53b6b4e34b1943161278f'/>
<id>urn:sha1:f49601a93485ca05cfb53b6b4e34b1943161278f</id>
<content type='text'>
It already had an implicit cast operator to string,
but this doesn't get used in say string formatting.

So now something like $"path: {GetPath()}" works.

(cherry picked from commit 3c1f8efd9e5066ded2d36e99ce40511fdea79488)
</content>
</entry>
<entry>
<title>Makes NodePath and RID follow PascalCase in C#.</title>
<updated>2018-02-19T21:30:45Z</updated>
<author>
<name>Pieter-Jan Briers</name>
</author>
<published>2018-02-16T12:44:48Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=3e6ab9f3d59056b2ca168f42e1b522b032b412be'/>
<id>urn:sha1:3e6ab9f3d59056b2ca168f42e1b522b032b412be</id>
<content type='text'>
Fixes #15685

(cherry picked from commit b1a81374d4e2ac6150a95c3ce9af8d46720b717e)
</content>
</entry>
<entry>
<title>Add and use mono build variables with cloned environment.</title>
<updated>2018-02-19T21:13:46Z</updated>
<author>
<name>Jonathan Tinkham</name>
</author>
<published>2018-02-11T03:48:46Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=0d03b5f16276ca7553d47705bcef32c8aded936b'/>
<id>urn:sha1:0d03b5f16276ca7553d47705bcef32c8aded936b</id>
<content type='text'>
(cherry picked from commit 70d281b94685c2ce6273125efa1babd1e4cfd4dc)
</content>
</entry>
<entry>
<title>Fix pkgconfig detection of mono</title>
<updated>2018-02-19T21:13:45Z</updated>
<author>
<name>Benjamin Dobell</name>
</author>
<published>2018-02-02T18:17:53Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=34d8625d8296976a0a14bdd4502c23a3dcec603c'/>
<id>urn:sha1:34d8625d8296976a0a14bdd4502c23a3dcec603c</id>
<content type='text'>
(cherry picked from commit 5920bc6f72daacbfb0345c19af9e181110b0def6)
</content>
</entry>
</feed>
