Apparently we don't need to call mono_debug_close_image ourselves and we can call mono_image_close right away as it's not our duty to keep that reference.
Also fixed a wrong ifdef that was causing Mono to never be initialized if mscorlib was not found (which was the case with the utf8 assemblies path bug this commit fixes).
This condition was meant for exported projects only, not for the editor only.
This property returns an instance of the singleton.
The purpose of this is to allow using methods from the base class like 'Connect'.
Since all Godot singletons inherit Object, the type of the returned instance is Godot.Object.
This is needed to avoid aborting due to missing mscorlib for projects that do not use C#.
If 'res://.mono/' exists, then we assume the project uses C#, in which case a missing mscorlib should still abort.
Only possible if the object class is a "native type". If the object class is a user class (that derives a "native type") then a script is needed.
Since CSharpLanguage does cleanup of script instance bindings when finished, cases like #25621 will no longer cause problems.
Fixed ~Object() trying to free script instance bindings after the language has already been removed, which would result in a NULL dereference.
Avoid CSharpInstance from accessing its state after self destructing (by deleting the Reference owner).
It's now safe to replace the script instance without leaking or crashing.
Also fixed godot_icall_Object_weakref return reference being freed before returning.
By introducing an intermediate proxy class for the array subscript
operator for String and CharString we can control better when CowData
will actually CoW.
This should improve performance of String usage for most cases.
- Now there is only one solution that contains both GodotSharp and GodotSharpEditor project. Previously we had one solution for each project
- GodotSharpEditor reference GodotShatp with a 'ProjectReference'. Previously it was a 'Reference' to the assembly
- This also simplifies the command line option to generate this solution: 'godot --generate-cs-api <OutputDir>'
- 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.