summaryrefslogtreecommitdiff
path: root/modules/mono/editor/GodotSharpTools
AgeCommit message (Collapse)Author
2019-05-26Add Godot constants to Mono project buildsShyRed
This adds constants to projects build via Godot Mono which allows project to conditionally react to different operating systems and 32/64 Bit architecture. Additionally .NET libraries could support multiple engines like Unity and Godot at the same time when compiled from Godot and reacting to definitions.
2019-03-06Print MSBuild command if also printing outputIgnacio Etcheverry
2019-03-04Mono: Add option to print MSBuild output and improve out of sync errorIgnacio Etcheverry
2019-02-28Mono: Make sure the generated RootNamespace is a valid identifierIgnacio Etcheverry
2019-02-11Merge pull request #25803 from neikeq/yyIgnacio Etcheverry
Windows: Default to system MSBuild and add VSCode hint path
2019-02-11Default to MSBuild from VS Build Tools instead of Mono'sIgnacio Etcheverry
Don't pass FrameworkPathOverride to MSBuild. It's causing issues with some nuget packages.
2019-02-08Mono: Create player script metadata when building manuallyIgnacio Etcheverry
Previously this was only done when building the script for running the game. This was a problem because the user could want to build the project manually with the "Build project" button, to then run the game from the command line or similar.
2019-01-21Workaround for bug with Mono's MSBuild and BaseIntermediateOutputPathIgnacio Etcheverry
BaseIntermediateOutputPath seems to be empty by default. The workaround is to explicitly set it. Also fixed passing char instead of char[] to String.Split. Why was this even working with Mono?
2019-01-08Use 'release_debug' for mono export templatesHein-Pieter van Braam
This fixes the previously wrong PR Because we don't actually ship 'debug' templates to users make sure the mono exporter picks the correct 'data' directory for export templates. This fixes #24752
2018-11-24Parse C# generics and type constraints correctlyCarter Anderson
2018-11-08Improve the C# API projects generationIgnacio Etcheverry
- 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>'
2018-10-25Parse C# script namespace and classIgnacio Etcheverry
- Added a very simple parser that can extract the namespace and class name of a C# script.
2018-10-25Do not generate API project GUIDs randomlyIgnacio Etcheverry
2018-10-25Support globs in csproj includesIgnacio Etcheverry
2018-10-08Check if directory exists before trying to delete itIgnacio Etcheverry
2018-10-03Mono: Editor and export template dependencies and fixesIgnacio Etcheverry
- 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.
2018-09-17Mono: Fix opening code editors in OSX and cleanupIgnacio Etcheverry
2018-06-06allow undefined GODOT_DEBUG_MSBUILD environment variableKelly Thomas
2018-06-05Mono: Fix passing wrong logger assembly path to MSBuildIgnacio Etcheverry
- 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
2018-05-17Mono: Project building fixesIgnacio Etcheverry
- 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.
2017-11-05Convert DOS line endings to Unix line endingsRĂ©mi Verschelde
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.
2017-10-29Fix regression from #12473 and #12388Ignacio Etcheverry
2017-10-29Buildsystem improvements for the Mono moduleIgnacio Etcheverry
- 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.
2017-10-07Quote MSBuild arguments. Fixes #11892Ignacio Etcheverry
2017-10-05Add C# script to csproj when attaching it to an objectIgnacio Etcheverry
2017-10-05Add alternative search locations for msbuildIgnacio Etcheverry
2017-10-03Added mono moduleIgnacio Etcheverry