- If there is a solution and C# project at startup, make sure API assemblies are up to date.
- Fix prebuilt assemblies only being used when building the game project, and not in other instances.
- Bundle editor dependencies:
- 'GodotSharp': Root data directory for the editor
- 'Tools': Editor dependencies. Only GodotSharp.dll for now.
- 'Api': Prebuilt GodotSharp and GodotSharpEditor API assemblies.
- 'Mono': Mono files to bundle with the editor.
- 'bin': (Optional, not used for now) Mono bin directory.
- 'etc': Mono configuration files.
- 'lib': Mono dependency shared libraries.
- 'lib/mono/4.5': Framework assemblies.
- Added build option to copy the required files from the mono installation to 'GodotSharp/Mono'. Enable with 'copy_mono_root=yes'. Disabled by default.
- Export template dependencies:
- 'data_AppName'/'data_Godot':
- 'Mono': Mono files to bundle with the game.
- 'etc': Mono configuration files.
- 'lib': Mono dependency shared libraries.
- The data directory is generated when compiling and must be bundled with the export templates. In the case of OSX, the data directory must be placed inside the 'osx.zip' export template.
- In OSX, alternative location for directories (needed for app bundles) are:
- 'data_AppName/Mono/etc' --> '../Resources/GodotSharp/Mono/etc'
- 'data_AppName/Mono/lib' --> '../Frameworks/GodotSharp/Mono/lib'
- The editor can bundle prebuilt API assemblies.
- Generate them with a tools build by running: `--generate-cs-core-api <GodotSharp_OutputDir> --generate-cs-editor-api <GodotSharpEditor_OutputDir> <GodotSharp_OutputDir>/bin/Release/GodotSharp.dll` (This command will be simplified in the future and both projects will be in the same solution)
- Build the solutions and copy the output files to '#bin/GodotSharp/Api'.
- Fixed API assembly being added twice during the export process.
- thread_local.h: 'delegating constructors only available with -std=c++11 or -std=gnu++11'
- mono_reg_utils.cpp: 'extra tokens at end of #endif directive'
- mono_bottom_panel.cpp: '<fieldB> will be initialized after <fieldA> when initialized here'
- bindings_generator.cpp: 'name lookup of 'i' changed (...) matches this 'i' under ISO standard rules (...) matches this 'i' under old rules (...)'
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
When a Reference managed instance is garbage collected and its finalizer is called, it could happen that the native instance is referenced once again before the finalizer can unreference and memdelete it. The workaround is to create a new managed instance when this happens (at least for now).
- We no longer generate RID and NodePath C# classes. Both will be maintained manually.
- We no longer generate C# declarations and runtime registration of internal calls for the following classes: RID, NodePath, String, GD, SignalAwaiter and Godot.Object (partial base).
- We no longer auto-generate the base members of Godot.Object. They will be maintained manually as a partial class.
This makes it easier to maintain these C# classes and their internal calls, as well as the bindings generator which no longer generates C# classes that don't derive from Godot Object, and it no longer generates the Godot.Object base members (which where unreadable in the bindings generator code).
- Added missing 'RID(Object from)' constructor to the RID C# class.
- Replaced MONO_GLUE_DISABLED constant macro with MONO_GLUE_ENABLED.
- Add sources in module/mono/glue even if glue is disabled, but surround glue files with ifdef MONO_GLUE_ENABLED.
This commit makes operator[] on Vector const and adds a write proxy to it. From
now on writes to Vectors need to happen through the .write proxy. So for
instance:
Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;
Failing to use the .write proxy will cause a compilation error.
In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.
_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
I've removed the section about being unable to export games using C# - as you are now able to do this, as long as the export templates are installed. Also, I've made a few minor grammar tweaks.
On macOS, it is common to install packages like Mono through the third-party
package-manager Homebrew. This commit simply adds an additional path to
where Homebrew installs the Mono framework.
- Add option to print MSBuild's stdout and stderr instead of redirecting it. This can be enabled by setting the environment variable: Godot_DEBUG_MSBUILD=1
- Set (Csc/Vbc/Fsc)ToolExe environment variables to point to the batch files in Mono's bin directory when building with Mono's MSBuild.
- Set Mono's MSBuild as the default build tool on Windows.
- Generate projects with portable DebugType instead of full.
- Make enums have an unique signature name of int. This means that when generating internal methods, there is no difference between different enums types nor between enums and int. This way enums can re-use internal methods.
- Make type resolver fallback to int if a type is not found and it's an enum.
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.
This ensures that all users of the Mono flavour of Godot 3.0 are aware
of its current shortcomings (no export, crashes and usability issues).
The dialog is shown each time the editor is started, until the checkbox
is disabled (i.e. until users will have actually read it).
Fixes#15956.
- Fix VS Code opening on the previous line to the desired one.
- Fix running MonoDevelop without the line and column parameters.
- Fix `ScriptEditor::_goto_script_line` not working with language overriden external editors.
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
- alloc_language_binding: Use strong GC handle as well for references. Fixes#15138
- Set the native instance field of Godot.Object to IntPtr.Zero when it's freed.
- Create weak handles without tracking resurrection (that was causing trouble). This means we have to call notification predelete before queueing a native Object for deletion, and use the MonoObject* passed by the finalizer because the weak GC handle target will return NULL at this point.
Should fix issues some of us have with `misc/dist/uwp_template/AppxManifest.xml`
always showing up as modified.
Might cause issues on Windows due to the removal of BOMs or change of line endings
in some of the Mono, UWP or gradlew.bat files, we will test and adapt if need be.
- Make sure to search the mono installation directory for the right architecture in the windows registry.
- Do not build GodotSharpTools directly to #bin dir. Instead build to the default output path and copy it. This way we avoid MSBuild adding files we don't want to #bin.
- Add hint path for MSBuild in OSX.
- Copy shared library on Unix if not statically linking.
- Use vswhere to search MSBuild and search for 14.0 tools version in the registry instead of 4.0.
- SCons will only fallback xbuild when msbuild is not found if 'xbuild_fallback=yes' is passed to the command.
- Use mono's assembly path as FrameworkPathOverride if using with system's MSBuild (not mono's fork).
- Cleanup.