summaryrefslogtreecommitdiff
path: root/.editorconfig
AgeCommit message (Collapse)Author
2021-07-23Add a simple C# .editorconfigAaron Franke
2021-02-20Use space indentation for all YAML files in `.editorconfig`Hugo Locurcio
YAML only accepts spaces for indentation, not tabs.
2020-07-25C#: Switch games to MSBuild Sdks and .NET StandardIgnacio Etcheverry
Godot.NET.Sdk ------------- Godot uses its own custom MSBuild Sdk for game projects. This new Sdk adds its own functionality on top of 'Microsoft.NET.Sdk'. The new Sdk is resolved from the NuGet package. All the default boilerplate was moved from game projects to the Sdk. The default csproj for game project can now be as simple as: ``` <Project Sdk="Godot.NET.Sdk/4.0.0-dev2"> <PropertyGroup> <TargetFramework>netstandard2.1</TargetFramework> </PropertyGroup> </Project> ``` Source files are included by automatically so Godot no longer needs to keep the csproj in sync when creating new source files. Define constants ---------------- Godot defines a list of constants for conditional compilation. When exporting games, this list also included engine 'features' and platform 'bits'. There were a few problems with that: - The 'features' constants were only defined when exporting games. Not when building the game for running in the editor player. - If the project was built externally by an IDE, the constants wouldn't be defined at all. The new Sdk assigns default values to these constants when not built from the Godot editor, i.e.: when built from an IDE or from the command line. The default define constants are determined from the system MSBuild is running on. However, it's not possible for MSBuild to determine the set of supported engine features. It's also not possible to determine if a project is being built to run on a 32-bit or 64-bit Godot executable. As such the 'features' and 'bits' constants had to be removed. The benefit of checking those at compile time was questionable, and they can still be checked at runtime. The new list of define constants includes: - GODOT - GODOT_<PLATFORM> Defaults to the platform MSBuild is running on. - GODOT_<PC/MOBILE/WEB> - TOOLS When building with the 'Debug' configuration (editor and editor player). - GODOT_REAL_T_IS_DOUBLE Not defined by default unless $(GodotRealTIsDouble) is overriden to be 'true'. .NET Standard ------------- The target framework of game projects was changed to 'netstandard2.1'.
2020-03-04Miscellaneous cleanup for the Android codebase:fhuya
- update gradle plugins versions - add formatting rules for AndroidManifest and gradle build files - cleanup java_godot_lib_jni Note: logic was mostly moved around and no new logic/functionality was added.
2019-05-26Include SConstruct in .editorconfigMax Hilbrunner
2019-01-03Update zstd to 1.3.8Guilherme Felipe
2018-07-20Adds C# rule to .editorconfig.Pieter-Jan Briers
C# standard is 4 width spaces, not tabs.
2018-02-16Enforce insert_final_newline in the editorconfig.Pieter-Jan Briers
2017-12-14Added indent_style to editorconfig, fixed inconsistent use of tabs and ↵Colin Kinloch
spaces in indentation.
2017-05-16Add trim_trailing_whitespace to .editorconfigBojidar Marinov
2015-06-22Add .editorconfigGuilherme Felipe