Age | Commit message (Collapse) | Author |
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C#: Save newly created csproj files without BOM
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C#: Fix null exception in our MSBuild logger
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We were removing invalid path characters from the
name in C++ code, but the C# editor code wasn't.
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The editor wasn't clearing the debugger agent
settings properly after a processing a play
request from an IDE. This caused consequent play
attempts to fail if not launched from the IDE,
as the game would still attempt and fail to
connect to the debugger.
The concrete cause: Forgetting to clear the
`GODOT_MONO_DEBUGGER_AGENT` environment variable.
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C#: Switch games to MSBuild Sdks and .NET Standard
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Until https://github.com/psf/black/pull/1328 makes it in a stable release,
we have to use the latest from Git.
Apply new style fixes done by latest black.
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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'.
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In general they are more confusing to users because they expect
inheritance to fully override parent methods. This behavior can be
enabled by script writers using a simple super() call.
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Also a few minor API changes like adding AABB.abs()
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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Add C# XML documentation to core C# math types
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So places that need to look into it can use the list instead of parsing
ProjectSettings details (like checking "*" in path for testing if it's
singleton).
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Mono/C#: Fix several clang-tidy warnings and cleanup
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fix crash when pass null in print array in GD.print 2
fix crash when pass null in print array in GD.print 3
fix space
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Fixed Mono not building after #39986 was merged due to a constant that got renamed.
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Mono/C#: Fix InvalidCast because of attempt to unbox long as int
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Mono/C#: Use /restore instead of /t:restore when building
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Documentation recommends not to use /t:restore
together with other targets (like /t:build),
as it messes with the environment.
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For some reason `mono_unhandled_exception` is not
printing the exception as its comment claims.
Use `mono_print_unhandled_exception` instead.
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fix underlying type of enum crashing cast in RiderPathManager
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C#: Fix completion request with case insensitive resource path
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Sometimes Visual Studio documents have the root path all in upper case.
Since Godot doesn't support loading resource files with a case insensitive path,
this makes script resource loading to fail when the Godot editor gets code
completion requests from Visual Studio.
This fix allows the resource path part of the path to be case insensitive. It
still doesn't support cases where the rest of the path is also case insensitive.
For that we would need a proper API for comparing paths. However, this fix
should be enough for our current cases.
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ToolButton has no redeeming differences with Button;
it's just a Button with the Flat property enabled by default.
Removing it avoids some confusion when creating GUIs.
Existing ToolButtons will be converted to Buttons, but the Flat
property won't be enabled automatically.
This closes https://github.com/godotengine/godot-proposals/issues/1081.
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[mono] Implement generics GetNodesInGroup
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Dont slice 64-bit integers marshaled to mono in dynamic contexts
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This fully documents all Mono-specific classes.
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contexts
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Removes the useless `@C#`, `@NativeScript` and `@VisualScript` entries.
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Simple fix for #38627. iOS (#20268) and HTML5 (#20270) removed from list of exceptions
for platforms supported in warning message.
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Add SCons option to not build C# solutions
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Mono/C#: Don't try to load project assembly in project manager
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