Thaddeus Crews 91b3a26438 Merge pull request #106848 from Faless/mp/rpc_config_revert 4 днів тому
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build_scripts 8642e970c5 C#: Add option to treat warnings as errors 5 місяців тому
doc_classes aff2e47bff [C#] Unexpose `GodotSharp` 1 рік тому
editor 25a3c27c41 Merge pull request #105628 from rsanchezsaez/apple/ios-visionos-4.5 1 тиждень тому
glue fc8328d5f1 C#: Expose byte array compress and decompress 6 днів тому
icons 7e5baa0426 Style: Enforce trailing newlines on svgs 3 місяців тому
mono_gd 25a3c27c41 Merge pull request #105628 from rsanchezsaez/apple/ios-visionos-4.5 1 тиждень тому
thirdparty b941c2d013 [.NET] Add a preload hook to load .NET assemblies from the APK 1 місяць тому
utils 01fc9aee6c Core: Modernize C headers with C++ equivalents 4 тижнів тому
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.gitignore 340f62d1ec .NET: Generate SdkPackageVersions.props from version.py 2 роки тому
Directory.Build.props d78e0a8426 C#: Make GodotSharp API a NuGet package 2 роки тому
Directory.Build.targets fbea89d4f1 C#: Generate symbols packages 2 роки тому
README.md 063637ec77 Rename `float=64` SCons option to `precision=double` 2 роки тому
SCsub 9f9ee0c813 SCons: Add unobtrusive type hints in SCons files 8 місяців тому
__init__.py 270af6fa08 Re-write mono module editor code in C# 5 роки тому
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class_db_api_json.h d237e31a89 Style: Remove redundant `DEBUG_METHODS_ENABLED` 2 тижнів тому
config.py 6e9bcc0f18 SCons: Better validation for platform-specific opt-in drivers 9 місяців тому
csharp_script.cpp c28d5d0058 Revert "Expose get_rpc_config and get_node_rpc_config" 5 днів тому
csharp_script.h c28d5d0058 Revert "Expose get_rpc_config and get_node_rpc_config" 5 днів тому
global.json f2efa545d6 Enforce using .NET SDK >= 8 in modules/mono/ 1 рік тому
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godotsharp_dirs.cpp b99baa38f1 C#: Load assemblies directly from PCK on Android 2 тижнів тому
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interop_types.h 01fc9aee6c Core: Modernize C headers with C++ equivalents 4 тижнів тому
managed_callable.cpp 59bcc2888c Add methods to get argument count of methods 1 рік тому
managed_callable.h 324512e11c Style: Replace header guards with `#pragma once` 2 місяців тому
mono_gc_handle.cpp d95794ec8a One Copyright Update to rule them all 2 роки тому
mono_gc_handle.h 324512e11c Style: Replace header guards with `#pragma once` 2 місяців тому
register_types.cpp 1cb3cfaa8e Style: Convert namespaces to PascalCase 2 місяців тому
register_types.h 324512e11c Style: Replace header guards with `#pragma once` 2 місяців тому
signal_awaiter_utils.cpp d95794ec8a One Copyright Update to rule them all 2 роки тому
signal_awaiter_utils.h 324512e11c Style: Replace header guards with `#pragma once` 2 місяців тому

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