Marius Hanl 32be459e54 Fix ContextMenu Copy Error is off in MSBuild Panel 6 ヶ月 前
..
build_scripts f2efa545d6 Enforce using .NET SDK >= 8 in modules/mono/ 6 ヶ月 前
doc_classes 81064cc239 Doctool: Remove version attribute from XML header 1 年間 前
editor 32be459e54 Fix ContextMenu Copy Error is off in MSBuild Panel 6 ヶ月 前
glue d24403d056 Merge pull request #91763 from paulloz/dotnet/fix-stringextension-warnings 6 ヶ月 前
icons 93318d2dd5 Optimize and fix up some SVGs 1 年間 前
mono_gd bf558adcdd [.NET] Disable output embedding on macOS, move it to the advanced options on other platforms. 7 ヶ月 前
thirdparty f784fb2000 C#: Replace libnethost dependency to find hostfxr 2 年 前
utils 0a7579b161 Fix `#if *_ENABLED` inconsistencies, should check if defined 9 ヶ月 前
.editorconfig 64f2e8b64f Dotnet: Fix attributes for `sln`/`csproj` files 6 ヶ月 前
.gitignore 340f62d1ec .NET: Generate SdkPackageVersions.props from version.py 2 年 前
Directory.Build.props d78e0a8426 C#: Make GodotSharp API a NuGet package 2 年 前
Directory.Build.targets fbea89d4f1 C#: Generate symbols packages 2 年 前
README.md 063637ec77 Rename `float=64` SCons option to `precision=double` 1 年間 前
SCsub 82380ec700 C#: Remove unused code 9 ヶ月 前
__init__.py 270af6fa08 Re-write mono module editor code in C# 5 年 前
class_db_api_json.cpp 955d5affa8 Reduce and prevent unnecessary random-access to `List` 6 ヶ月 前
class_db_api_json.h d95794ec8a One Copyright Update to rule them all 1 年間 前
config.py 21e524a798 C#: Let platforms signal if they support it or not 9 ヶ月 前
csharp_script.cpp 1d7085571e CSharpScript should not own base script signals 6 ヶ月 前
csharp_script.h 1d7085571e CSharpScript should not own base script signals 6 ヶ月 前
global.json f2efa545d6 Enforce using .NET SDK >= 8 in modules/mono/ 6 ヶ月 前
godotsharp_defs.h d95794ec8a One Copyright Update to rule them all 1 年間 前
godotsharp_dirs.cpp cfd292939c Haiku: Remove remnants of past WIP platform port 1 年間 前
godotsharp_dirs.h d95794ec8a One Copyright Update to rule them all 1 年間 前
interop_types.h d95794ec8a One Copyright Update to rule them all 1 年間 前
managed_callable.cpp 59bcc2888c Add methods to get argument count of methods 8 ヶ月 前
managed_callable.h 59bcc2888c Add methods to get argument count of methods 8 ヶ月 前
mono_gc_handle.cpp d95794ec8a One Copyright Update to rule them all 1 年間 前
mono_gc_handle.h d95794ec8a One Copyright Update to rule them all 1 年間 前
register_types.cpp 25b2f1780a Style: Harmonize header includes in modules 1 年間 前
register_types.h d95794ec8a One Copyright Update to rule them all 1 年間 前
signal_awaiter_utils.cpp d95794ec8a One Copyright Update to rule them all 1 年間 前
signal_awaiter_utils.h 25b2f1780a Style: Harmonize header includes in modules 1 年間 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