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Merge pull request #10427 from raulsntos/dotnet/changes-in-4.4

C#: Update platform support for 4.4 and new minimum required TFM
Max Hilbrunner 7 сар өмнө
parent
commit
6d5fd9acc8

+ 3 - 5
about/list_of_features.rst

@@ -463,14 +463,12 @@ Scripting
 :ref:`C#: <toc-learn-scripting-C#>`
 
 - Packaged in a separate binary to keep file sizes and dependencies down.
-- Supports .NET 6 and higher.
+- Supports .NET 8 and higher.
 
-   - Full support for the C# 10.0 syntax and features.
+   - Full support for the C# 12.0 syntax and features.
 
-- Supports Windows, Linux, and macOS. As of 4.2 experimental support for Android
-  and iOS is also available (requires a .NET 7.0 project for Android and 8.0 for iOS).
+- Supports Windows, Linux, and macOS. Since Godot 4.2, experimental support for Android and iOS is also available.
 
-   - On the Android platform only some architectures are supported: ``arm64`` and ``x64``.
    - On the iOS platform only some architectures are supported: ``arm64``.
    - The web platform is currently unsupported. To use C# on that platform,
      consider Godot 3 instead.

+ 1 - 1
getting_started/step_by_step/scripting_languages.rst

@@ -115,7 +115,7 @@ should be aware of its garbage collector.
           can download it on the Godot website's `download
           <https://godotengine.org/download/>`_ page.
 
-Since Godot uses .NET 6, in theory, you can use any third-party .NET library or
+Since Godot uses .NET 8, in theory, you can use any third-party .NET library or
 framework in Godot, as well as any Common Language Infrastructure-compliant
 programming language, such as F#, Boo, or ClojureCLR. However, C# is the only
 officially supported .NET option.

+ 1 - 1
tutorials/scripting/c_sharp/c_sharp_basics.rst

@@ -14,7 +14,7 @@ and (re)visit the :ref:`Scripting section <doc_scripting>` of the
 step-by-step tutorial.
 
 C# is a high-level programming language developed by Microsoft. In Godot,
-it is implemented with .NET 6.0.
+it is implemented with .NET 8.0.
 
 .. attention::
 

+ 3 - 3
tutorials/scripting/c_sharp/c_sharp_style_guide.rst

@@ -20,10 +20,10 @@ of the language, we encourage you to do the same, especially if you do not have
 Language specification
 ----------------------
 
-Godot currently uses **C# version 10.0** in its engine and example source code,
-as this is the version supported by .NET 6.0 (the current baseline requirement).
+Godot currently uses **C# version 12.0** in its engine and example source code,
+as this is the version supported by .NET 8.0 (the current baseline requirement).
 So, before we move to a newer version, care must be taken to avoid mixing
-language features only available in C# 11.0 or later.
+language features only available in C# 13.0 or later.
 
 For detailed information on C# features in different versions, please see
 `What's New in C# <https://docs.microsoft.com/en-us/dotnet/csharp/whats-new/>`_.

+ 10 - 19
tutorials/scripting/c_sharp/index.rst

@@ -42,33 +42,24 @@ C# API may be different from GDScript.
 C# platform support
 -------------------
 
-As of Godot 4.2 projects written in C# support all desktop platforms (Windows, Linux,
-and macOS), as well as Android and iOS.
+.. seealso::
 
-Android support is currently experimental and has a few limitations.
+    See :ref:`doc_system_requirements` for hardware and software version
+    requirements for the Godot engine.
 
-- Projects targeting Android need to target .NET 7.0 or higher. This requires
-  modifying the `.csproj` file generated by Godot for existing projects.
-  The following property is added to new projects created with 4.2 and can be
-  added to existing projects:
+.. note::
 
-  .. code-block:: xml
+    Since C# projects use the .NET runtime, also check the system requirements
+    for the version of .NET that you'll be using.
+    See `supported OS <https://github.com/dotnet/core/tree/main/release-notes#supported-os>`_.
 
-    <TargetFramework Condition=" '$(GodotTargetPlatform)' == 'android' ">net7.0</TargetFramework>
+Since Godot 4.2, projects written in C# support all desktop platforms (Windows, Linux,
+and macOS), as well as Android and iOS.
 
-- Only some Android architectures are supported: ``arm64`` and ``x64``.
+Android support is currently experimental.
 
 iOS support is currently experimental and has a few limitations.
 
-- Projects targeting iOS need to target .NET 8.0 or higher. This requires
-  modifying the `.csproj` file generated by Godot for existing projects.
-  The following property is added to new projects created with 4.2 and can be
-  added to existing projects:
-
-  .. code-block:: xml
-
-    <TargetFramework Condition=" '$(GodotTargetPlatform)' == 'ios' ">net8.0</TargetFramework>
-
 - The official export templates for the iOS simulator only supports the ``x64`` architecture.
 
 - Exporting to iOS can only be done from a MacOS device.