Rémi Verschelde 7a0e659a80 Merge pull request #102836 from raulsntos/dotnet/export-tool-button-no-storage 6 dienas atpakaļ
..
build_scripts 8642e970c5 C#: Add option to treat warnings as errors 2 mēneši atpakaļ
doc_classes aff2e47bff [C#] Unexpose `GodotSharp` 9 mēneši atpakaļ
editor 7a0e659a80 Merge pull request #102836 from raulsntos/dotnet/export-tool-button-no-storage 6 dienas atpakaļ
glue f4094b554d [.NET] Disallow `[ExportToolButton]` on members thay may store the Callable 1 nedēļu atpakaļ
icons cc6dd8d02c Style: Optimize `.svg` files with `svgo` 8 mēneši atpakaļ
mono_gd 318af42020 Include more attributes in the global class names cache 3 nedēļas atpakaļ
thirdparty 5e2fd7b1d7 fix android mono export causing conflicts 1 nedēļu atpakaļ
utils 83d4bde0a2 When calling code has length of string, pass it to parse_utf8 2 mēneši atpakaļ
.editorconfig 9d0c41a489 Style: Unify `.editorconfig` logic 1 mēnesi atpakaļ
.gitignore 340f62d1ec .NET: Generate SdkPackageVersions.props from version.py 2 gadi atpakaļ
Directory.Build.props d78e0a8426 C#: Make GodotSharp API a NuGet package 2 gadi atpakaļ
Directory.Build.targets fbea89d4f1 C#: Generate symbols packages 2 gadi atpakaļ
README.md 063637ec77 Rename `float=64` SCons option to `precision=double` 2 gadi atpakaļ
SCsub 9f9ee0c813 SCons: Add unobtrusive type hints in SCons files 4 mēneši atpakaļ
__init__.py 270af6fa08 Re-write mono module editor code in C# 5 gadi atpakaļ
class_db_api_json.cpp 955d5affa8 Reduce and prevent unnecessary random-access to `List` 9 mēneši atpakaļ
class_db_api_json.h d95794ec8a One Copyright Update to rule them all 2 gadi atpakaļ
config.py 6e9bcc0f18 SCons: Better validation for platform-specific opt-in drivers 6 mēneši atpakaļ
csharp_script.cpp 318af42020 Include more attributes in the global class names cache 3 nedēļas atpakaļ
csharp_script.h 318af42020 Include more attributes in the global class names cache 3 nedēļas atpakaļ
global.json f2efa545d6 Enforce using .NET SDK >= 8 in modules/mono/ 10 mēneši atpakaļ
godotsharp_defs.h d95794ec8a One Copyright Update to rule them all 2 gadi atpakaļ
godotsharp_dirs.cpp a29ddd4674 C#: Clear existing data directory extracted from PCK 5 mēneši atpakaļ
godotsharp_dirs.h d95794ec8a One Copyright Update to rule them all 2 gadi atpakaļ
interop_types.h d95794ec8a One Copyright Update to rule them all 2 gadi atpakaļ
managed_callable.cpp 59bcc2888c Add methods to get argument count of methods 11 mēneši atpakaļ
managed_callable.h 59bcc2888c Add methods to get argument count of methods 11 mēneši atpakaļ
mono_gc_handle.cpp d95794ec8a One Copyright Update to rule them all 2 gadi atpakaļ
mono_gc_handle.h d95794ec8a One Copyright Update to rule them all 2 gadi atpakaļ
register_types.cpp aff2e47bff [C#] Unexpose `GodotSharp` 9 mēneši atpakaļ
register_types.h d95794ec8a One Copyright Update to rule them all 2 gadi atpakaļ
signal_awaiter_utils.cpp d95794ec8a One Copyright Update to rule them all 2 gadi atpakaļ
signal_awaiter_utils.h 25b2f1780a Style: Harmonize header includes in modules 1 gadu atpakaļ

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