virtualx-engine/modules/mono
Ignacio Roldán Etcheverry f66a352c0f C#: Add Variant conversion callbacks for generic Godot collections
This allows using generic Godot collections as type arguments for other
generic Godot collections. This also allows generic Godot collections
as parameter or return type in dynamic Callable invocations.
2022-10-30 01:24:15 +02:00
..
build_scripts .NET: Generate SdkPackageVersions.props from version.py 2022-10-05 20:31:26 +02:00
doc_classes C#: Begin move to .NET Core 2022-08-22 03:35:59 +02:00
editor C#: Remove need for reflection to invoking callable delegates 2022-10-30 01:24:15 +02:00
glue C#: Add Variant conversion callbacks for generic Godot collections 2022-10-30 01:24:15 +02:00
icons Optimize SVG using svgcleaner --multipass 2020-10-25 10:02:37 +01:00
mono_gd C#: Remove need for reflection to invoking callable delegates 2022-10-30 01:24:15 +02:00
thirdparty C#: Replace libnethost dependency to find hostfxr 2022-09-07 16:36:36 +02:00
utils Style: Cleanup header guards for consistency 2022-09-26 13:51:17 +02:00
.editorconfig C#: Code cleanup and greatly reduce use of C# pointers 2022-08-22 03:36:51 +02:00
.gitignore .NET: Generate SdkPackageVersions.props from version.py 2022-10-05 20:31:26 +02:00
__init__.py Re-write mono module editor code in C# 2019-07-05 09:38:23 +02:00
class_db_api_json.cpp Use JSON::stringify where possible 2022-10-11 00:27:23 +02:00
class_db_api_json.h Update copyright statements to 2022 2022-01-03 21:27:34 +01:00
config.py SCons: Unify tools/target build type configuration 2022-09-26 16:31:46 +02:00
csharp_script.cpp GDScript/C#: Tweak error message for invalid script type for object 2022-10-04 12:56:49 +02:00
csharp_script.h Remove unsupported NO_SAFE_CAST/-fno-rtti from Android build 2022-10-03 11:18:31 +02:00
Directory.Build.props C#: Make GodotSharp API a NuGet package 2022-08-22 03:36:51 +02:00
Directory.Build.targets C#: Generate symbols packages 2022-10-08 13:59:06 +02:00
godotsharp_defs.h C#: Ensure native handles are freed after switch to .NET Core 2022-08-22 03:36:51 +02:00
godotsharp_dirs.cpp [.NET Export] Improve .NET export process. 2022-10-07 13:33:06 +03:00
godotsharp_dirs.h [.NET Export] Improve .NET export process. 2022-10-07 13:33:06 +03:00
interop_types.h C#: Move marshaling logic and generated glue to C# 2022-08-22 03:35:59 +02:00
managed_callable.cpp C#: Remove need for reflection to invoking callable delegates 2022-10-30 01:24:15 +02:00
managed_callable.h C#: Remove need for reflection to invoking callable delegates 2022-10-30 01:24:15 +02:00
mono_gc_handle.cpp C#: Begin move to .NET Core 2022-08-22 03:35:59 +02:00
mono_gc_handle.h C#: Add source generator for properties and exports default values 2022-08-22 03:36:51 +02:00
README.md Add float arg to build_assemblies.py 2022-09-04 04:02:39 +09:30
register_types.cpp Refactor module initialization 2022-05-04 17:34:51 +02:00
register_types.h Refactor module initialization 2022-05-04 17:34:51 +02:00
SCsub SCons: Unify tools/target build type configuration 2022-09-26 16:31:46 +02:00
signal_awaiter_utils.cpp Rename CONNECT_ONESHOT TO CONNECT_ONE_SHOT 2022-09-06 19:00:33 +02:00
signal_awaiter_utils.h C#: Restructure code prior move to .NET Core 2022-08-22 03:35:59 +02:00

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:
    <godot_binary> --generate-mono-glue ./modules/mono/glue
    
  3. Build the C# solutions:
    ./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 float=64 argument to scons

When building the NuGet packages, specify --float=64 - for example:

./modules/mono/build_scripts/build_assemblies.py --godot-output-dir ./bin \
    --push-nupkgs-local ~/MyLocalNugetSource --float=64