RedOrbweaver 43fa723659 Fix build logger unable to handle an event without an associated file 8 月之前
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build_scripts d9f8ef68df Update pre-commit hooks configuration to use `ruff` instead of `black` 11 月之前
doc_classes aff2e47bff [C#] Unexpose `GodotSharp` 1 年之前
editor 43fa723659 Fix build logger unable to handle an event without an associated file 7 月之前
glue 99dde70ad3 Fix relative paths for global class icons in C# 7 月之前
icons cc6dd8d02c Style: Optimize `.svg` files with `svgo` 10 月之前
mono_gd aff2e47bff [C#] Unexpose `GodotSharp` 1 年之前
thirdparty f784fb2000 C#: Replace libnethost dependency to find hostfxr 2 年之前
utils 0a7579b161 Fix `#if *_ENABLED` inconsistencies, should check if defined 1 年之前
.editorconfig 64f2e8b64f Dotnet: Fix attributes for `sln`/`csproj` files 1 年之前
.gitignore 340f62d1ec .NET: Generate SdkPackageVersions.props from version.py 2 年之前
Directory.Build.props d78e0a8426 C#: Make GodotSharp API a NuGet package 2 年之前
Directory.Build.targets fbea89d4f1 C#: Generate symbols packages 2 年之前
README.md 063637ec77 Rename `float=64` SCons option to `precision=double` 2 年之前
SCsub 82380ec700 C#: Remove unused code 1 年之前
__init__.py 270af6fa08 Re-write mono module editor code in C# 5 年之前
class_db_api_json.cpp 955d5affa8 Reduce and prevent unnecessary random-access to `List` 1 年之前
class_db_api_json.h d95794ec8a One Copyright Update to rule them all 2 年之前
config.py d9f8ef68df Update pre-commit hooks configuration to use `ruff` instead of `black` 11 月之前
csharp_script.cpp 1d7085571e CSharpScript should not own base script signals 1 年之前
csharp_script.h 1d7085571e CSharpScript should not own base script signals 1 年之前
global.json f2efa545d6 Enforce using .NET SDK >= 8 in modules/mono/ 1 年之前
godotsharp_defs.h d95794ec8a One Copyright Update to rule them all 2 年之前
godotsharp_dirs.cpp cfd292939c Haiku: Remove remnants of past WIP platform port 1 年之前
godotsharp_dirs.h d95794ec8a One Copyright Update to rule them all 2 年之前
interop_types.h d95794ec8a One Copyright Update to rule them all 2 年之前
managed_callable.cpp 59bcc2888c Add methods to get argument count of methods 1 年之前
managed_callable.h 59bcc2888c Add methods to get argument count of methods 1 年之前
mono_gc_handle.cpp d95794ec8a One Copyright Update to rule them all 2 年之前
mono_gc_handle.h d95794ec8a One Copyright Update to rule them all 2 年之前
register_types.cpp aff2e47bff [C#] Unexpose `GodotSharp` 1 年之前
register_types.h d95794ec8a One Copyright Update to rule them all 2 年之前
signal_awaiter_utils.cpp d95794ec8a One Copyright Update to rule them all 2 年之前
signal_awaiter_utils.h 25b2f1780a Style: Harmonize header includes in modules 1 年之前

README.md

How to build and run

  1. Build Godot with the module enabled: module_mono_enabled=yes.
  2. After building Godot, use it to generate the C# glue code: sh <godot_binary> --generate-mono-glue ./modules/mono/glue
  3. Build the C# solutions: sh ./modules/mono/build_scripts/build_assemblies.py --godot-output-dir ./bin

The paths specified in these examples assume the command is being run from the Godot source root.

How to deal with NuGet packages

We distribute the API assemblies, our source generators, and our custom MSBuild project SDK as NuGet packages. This is all transparent to the user, but it can make things complicated during development.

In order to use Godot with a development of those packages, we must create a local NuGet source where MSBuild can find them. This can be done with the .NET CLI:

dotnet nuget add source ~/MyLocalNugetSource --name MyLocalNugetSource

The Godot NuGet packages must be added to that local source. Additionally, we must make sure there are no other versions of the package in the NuGet cache, as MSBuild may pick one of those instead.

In order to simplify this process, the build_assemblies.py script provides the following --push-nupkgs-local option:

./modules/mono/build_scripts/build_assemblies.py --godot-output-dir ./bin \
    --push-nupkgs-local ~/MyLocalNugetSource

This option ensures the packages will be added to the specified local NuGet source and that conflicting versions of the package are removed from the NuGet cache. It's recommended to always use this option when building the C# solutions during development to avoid mistakes.

Double Precision Support (REAL_T_IS_DOUBLE)

Follow the above instructions but build Godot with the precision=double argument to scons

When building the NuGet packages, specify --precision=double - for example:

./modules/mono/build_scripts/build_assemblies.py --godot-output-dir ./bin \
    --push-nupkgs-local ~/MyLocalNugetSource --precision=double