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Mention the need to rebuild C# solutions for the editor in C# basics

This closes #3740.
Hugo Locurcio 5 years ago
parent
commit
24f26c744f

+ 26 - 10
getting_started/scripting/c_sharp/c_sharp_basics.rst

@@ -56,15 +56,15 @@ Windows (JetBrains Rider)
 JetBrains Rider comes with bundled MSBuild, so nothing extra is required.
 JetBrains Rider comes with bundled MSBuild, so nothing extra is required.
 Make sure to set the following preferences:
 Make sure to set the following preferences:
 
 
-- In Godot:
+- In Godot's Editor Settings:
 
 
-   - Mono External Editor to JetBrains Rider
-   - Mono Build Tool to JetBrains Mono.
+   - Set **Mono External Editor** to **JetBrains Rider**.
+   - set **Mono Build Tool** to **JetBrains Mono**.
 
 
 - In Rider:
 - In Rider:
 
 
-   - Set ``MSBuild version`` to either bundled with Rider or .NET Core.
-   - Install **Godot support** plugin.
+   - Set **MSBuild version** to either **Bundled with Rider** or **.NET Core**.
+   - Install the **Godot support** plugin.
 
 
 macOS and Linux
 macOS and Linux
 ~~~~~~~~~~~~~~~
 ~~~~~~~~~~~~~~~
@@ -110,19 +110,23 @@ external editors:
 - Visual Studio for Mac
 - Visual Studio for Mac
 - JetBrains Rider
 - JetBrains Rider
 
 
-.. note:: If you are using Visual Studio Code, ensure you download and install
-          the `C# extension <https://marketplace.visualstudio.com/items?itemName=ms-vscode.csharp>`_
-          to enable features like syntax highlighting and IntelliSense.
+.. note::
+
+    If you are using Visual Studio Code, ensure you download and install the
+    `C# extension <https://marketplace.visualstudio.com/items?itemName=ms-vscode.csharp>`_
+    to enable features like syntax highlighting and IntelliSense.
 
 
+.. note::
 
 
-.. note:: If you are using Visual Studio 2019, you must follow the instructions found in the "Configure VS2019 for Debugging" section below.
+    If you are using Visual Studio 2019, you must follow the instructions found
+    in the `:ref:doc_c_sharp_configuring_vs_2019_for_debugging` section below.
 
 
 
 
 Creating a C# script
 Creating a C# script
 --------------------
 --------------------
 
 
 After you successfully set up C# for Godot, you should see the following option
 After you successfully set up C# for Godot, you should see the following option
-when selecting ``Attach script`` in the context menu of a node in your scene:
+when selecting **Attach Script** in the context menu of a node in your scene:
 
 
 .. image:: img/attachcsharpscript.png
 .. image:: img/attachcsharpscript.png
 
 
@@ -195,6 +199,16 @@ In general, the C# Godot API strives to be as idiomatic as is reasonably possibl
 
 
 For more information, see the :ref:`doc_c_sharp_differences` page.
 For more information, see the :ref:`doc_c_sharp_differences` page.
 
 
+.. warning::
+
+    You need to (re)build the project assemblies whenever you want to see new
+    exported variables or signals in the editor. This build can be manually
+    triggered by clicking the word **Mono** at the bottom of the editor window
+    to reveal the Mono panel, then clicking the **Build Project** button.
+
+    You will also need to rebuild the project assemblies to apply changes in
+    "tool" scripts.
+
 Current gotchas and known issues
 Current gotchas and known issues
 --------------------------------
 --------------------------------
 
 
@@ -267,6 +281,8 @@ Profiling your C# code
 - `Mono log profiler <https://www.mono-project.com/docs/debug+profile/profile/profiler/>`_ is available for Linux and macOS. Due to a Mono change, it does not work on Windows currently.
 - `Mono log profiler <https://www.mono-project.com/docs/debug+profile/profile/profiler/>`_ is available for Linux and macOS. Due to a Mono change, it does not work on Windows currently.
 - External Mono profiler like `JetBrains dotTrace <https://www.jetbrains.com/profiler/>`_ can be used as described `here <https://github.com/godotengine/godot/pull/34382>`_.
 - External Mono profiler like `JetBrains dotTrace <https://www.jetbrains.com/profiler/>`_ can be used as described `here <https://github.com/godotengine/godot/pull/34382>`_.
 
 
+.. _doc_c_sharp_configuring_vs_2019_for_debugging:
+
 Configuring VS 2019 for debugging
 Configuring VS 2019 for debugging
 ---------------------------------
 ---------------------------------
 
 

+ 1 - 1
getting_started/scripting/c_sharp/c_sharp_differences.rst

@@ -121,7 +121,7 @@ This attribute should be used on a `delegate`, whose name signature will be used
     [Signal]
     [Signal]
     delegate void MySignal(string willSendsAString);
     delegate void MySignal(string willSendsAString);
 
 
-See also: :ref:`c_sharp_signals`
+See also: :ref:`doc_c_sharp_signals`.
 
 
 Singletons
 Singletons
 ----------
 ----------

+ 1 - 1
getting_started/scripting/c_sharp/c_sharp_features.rst

@@ -78,7 +78,7 @@ otherwise it returns true.
 
 
 For more advanced type checking, you can look into `Pattern Matching <https://docs.microsoft.com/en-us/dotnet/csharp/pattern-matching>`_.
 For more advanced type checking, you can look into `Pattern Matching <https://docs.microsoft.com/en-us/dotnet/csharp/pattern-matching>`_.
 
 
-.. _c_sharp_signals:
+.. _doc_c_sharp_signals:
 
 
 C# signals
 C# signals
 ----------
 ----------