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build_scripts 8642e970c5 C#: Add option to treat warnings as errors 7 ヶ月 前
doc_classes aff2e47bff [C#] Unexpose `GodotSharp` 1 年間 前
editor 4f4031a675 Replace size() == 0 with is_empty(). 4 ヶ月 前
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.gitignore 340f62d1ec .NET: Generate SdkPackageVersions.props from version.py 2 年 前
Directory.Build.props d78e0a8426 C#: Make GodotSharp API a NuGet package 3 年 前
Directory.Build.targets fbea89d4f1 C#: Generate symbols packages 2 年 前
README.md 063637ec77 Rename `float=64` SCons option to `precision=double` 2 年 前
SCsub 9f9ee0c813 SCons: Add unobtrusive type hints in SCons files 10 ヶ月 前
__init__.py 270af6fa08 Re-write mono module editor code in C# 6 年 前
class_db_api_json.cpp 955d5affa8 Reduce and prevent unnecessary random-access to `List` 1 年間 前
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config.py 6e9bcc0f18 SCons: Better validation for platform-specific opt-in drivers 11 ヶ月 前
csharp_script.cpp 4f4031a675 Replace size() == 0 with is_empty(). 4 ヶ月 前
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managed_callable.cpp 59bcc2888c Add methods to get argument count of methods 1 年間 前
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mono_gc_handle.cpp d95794ec8a One Copyright Update to rule them all 2 年 前
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register_types.cpp 1cb3cfaa8e Style: Convert namespaces to PascalCase 4 ヶ月 前
register_types.h 324512e11c Style: Replace header guards with `#pragma once` 5 ヶ月 前
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signal_awaiter_utils.h 324512e11c Style: Replace header guards with `#pragma once` 5 ヶ月 前

README.md

How to build and run

  1. Build Godot with the module enabled: module_mono_enabled=yes.
  2. After building Godot, use it to generate the C# glue code:

    <godot_binary> --generate-mono-glue ./modules/mono/glue
    
  3. Build the C# solutions:

    ./modules/mono/build_scripts/build_assemblies.py --godot-output-dir ./bin
    

The paths specified in these examples assume the command is being run from the Godot source root.

How to deal with NuGet packages

We distribute the API assemblies, our source generators, and our custom MSBuild project SDK as NuGet packages. This is all transparent to the user, but it can make things complicated during development.

In order to use Godot with a development of those packages, we must create a local NuGet source where MSBuild can find them. This can be done with the .NET CLI:

dotnet nuget add source ~/MyLocalNugetSource --name MyLocalNugetSource

The Godot NuGet packages must be added to that local source. Additionally, we must make sure there are no other versions of the package in the NuGet cache, as MSBuild may pick one of those instead.

In order to simplify this process, the build_assemblies.py script provides the following --push-nupkgs-local option:

./modules/mono/build_scripts/build_assemblies.py --godot-output-dir ./bin \
    --push-nupkgs-local ~/MyLocalNugetSource

This option ensures the packages will be added to the specified local NuGet source and that conflicting versions of the package are removed from the NuGet cache. It's recommended to always use this option when building the C# solutions during development to avoid mistakes.

Double Precision Support (REAL_T_IS_DOUBLE)

Follow the above instructions but build Godot with the precision=double argument to scons

When building the NuGet packages, specify --precision=double - for example:

./modules/mono/build_scripts/build_assemblies.py --godot-output-dir ./bin \
    --push-nupkgs-local ~/MyLocalNugetSource --precision=double