Rémi Verschelde c8356fb9d4 Bump version to 4.2.3-rc 7 months ago
..
build_scripts ca09afd530 Merge pull request #80489 from raulsntos/dotnet/diagnostics 1 year ago
doc_classes 81064cc239 Doctool: Remove version attribute from XML header 1 year ago
editor c8356fb9d4 Bump version to 4.2.3-rc 7 months ago
glue c8356fb9d4 Bump version to 4.2.3-rc 7 months ago
icons 93318d2dd5 Optimize and fix up some SVGs 1 year ago
mono_gd 587d689c5f C#: Fix not assigning `runtime_initialized` when initializing with AOT. 8 months ago
thirdparty f784fb2000 C#: Replace libnethost dependency to find hostfxr 2 years ago
utils 58416245ce Merge pull request #78218 from raulsntos/dotnet/reserved-assembly-name 1 year ago
.editorconfig e5e7a795b1 C#: Code cleanup and greatly reduce use of C# pointers 2 years ago
.gitignore 340f62d1ec .NET: Generate SdkPackageVersions.props from version.py 2 years ago
Directory.Build.props d78e0a8426 C#: Make GodotSharp API a NuGet package 2 years ago
Directory.Build.targets fbea89d4f1 C#: Generate symbols packages 2 years ago
README.md 063637ec77 Rename `float=64` SCons option to `precision=double` 1 year ago
SCsub 7c456d2d0d C#: Remove old and unused android support code for mono 1 year ago
__init__.py 270af6fa08 Re-write mono module editor code in C# 5 years ago
class_db_api_json.cpp 517e9f8aef [Modules] Replace `ERR_FAIL_COND` with `ERR_FAIL_NULL` where applicable 1 year ago
class_db_api_json.h d95794ec8a One Copyright Update to rule them all 1 year ago
config.py ee9a735c26 Add C# iOS support 1 year ago
csharp_script.cpp 0b734a6371 C#: Fix return type hint for methods. 7 months ago
csharp_script.h d2433970c9 C#: Use `get_instance_binding` instead of set 7 months ago
godotsharp_defs.h d95794ec8a One Copyright Update to rule them all 1 year ago
godotsharp_dirs.cpp cfd292939c Haiku: Remove remnants of past WIP platform port 1 year ago
godotsharp_dirs.h d95794ec8a One Copyright Update to rule them all 1 year ago
interop_types.h d95794ec8a One Copyright Update to rule them all 1 year ago
managed_callable.cpp f18aa00e85 Replace `ERR_FAIL_COND` with `ERR_FAIL_NULL` where applicable 1 year ago
managed_callable.h 25b2f1780a Style: Harmonize header includes in modules 1 year ago
mono_gc_handle.cpp d95794ec8a One Copyright Update to rule them all 1 year ago
mono_gc_handle.h d95794ec8a One Copyright Update to rule them all 1 year ago
register_types.cpp 25b2f1780a Style: Harmonize header includes in modules 1 year ago
register_types.h d95794ec8a One Copyright Update to rule them all 1 year ago
signal_awaiter_utils.cpp d95794ec8a One Copyright Update to rule them all 1 year ago
signal_awaiter_utils.h 25b2f1780a Style: Harmonize header includes in modules 1 year ago

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