When folders are moved/removed from the file system, the `.csproj`
may need to be edited to update the path of C# scripts or remove them.
If a C# solution has not been created, the `.csproj` file does not exist
and therefore there is no need to edit it.
Sets `AlignOperands` to `DontAlign`.
`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
Update GodotSharpEditor.cs & csharp_script.cpp with better casing and localisation for HintTooltip on Build button
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
Implemented some basic caching to avoid unnecessary AOT compilation
of unchanged assemblies that were already compiled previously.
This reduces iOS export times considerably for subsequent builds
since many dependencies never change, such as framework assemblies
and the Godot bindings.
The AOT compiler asm output and object files are now placed in
`res://.mono/temp/obj/<CONFIG>/godot-aot-cache/` instead of a
temporary directory.
Use `System.Array.Empty<T>` to get an empty array instead of allocating
a new one every time. Since arrays are immutable there is no need to
allocate them every time.
(cherry picked from commit accd05f4ad)
While there are still various bugs to solve and features to implement, the C#
support as of Godot 3.4 is fairly mature and already used by a number of users
in production. Now that we default to dotnet CLI as build tool, it also seems
to be more reliable than MSBuild.
The documentation can (and does for the most part) point out some caveats that
users should be aware of, but this info dialog has outlived its intended
purpose.
(cherry picked from commit 671467b888)
Added `SystemConfiguration.framework` to the Xcode project to fix
undefined symbols errors building without the interpreter, like:
`_SCNetworkReachabilityScheduleWithRunLoop`.
Added explicit static constructors to the generated `NativeCalls`
class to avoid a `TypeInitializationException` at startup when
Godot attempts to read the static fields (like `godot_api_hash`)
from this class.
This seems to be an issue with Mono's AOT compiler and classes
with the `beforefieldinit` attribute. Not sure if it only happens
when the fields are only accessed via reflection as was our case.
Explicitly declaring the static constructor makes the C# compiler
not add the `beforefieldinit` attribute to the class.
We use `Mono.Cecil` to search for P/Invoke methods in assemblies in
order to collect symbols that we must prevent from being stripped.
We could pass the symbols as `-u` linker arguments (`-Wl,-u,symbol`)
for the native target (not for the project), but it was simpler to
generate referencing code and avoid changes to Godot's iOS exporter.
Replaced obsolete preprocessor check for simulator/device in C code.
Architecture can no longer be used to determine this with Apple Silicon.
The new code uses `TARGET_OS_SIMULATOR` from `TargetConditionals.h`.
We have some mono libs which can only be used in devide builds.
We were adding them as static libs. Previously it was only causing
warnings because missing arch for the simulator, but now this
is treated as an error.
To fix this we turn them into xcframeworks with dummy static libs
for the simulator and the actual ones for devices.
We decided to rename the upcoming 3.2.4 release to 3.3 to better reflect that
it is a significant feature release, and not a maintenance update.
The `3.2` branch was also renamed to `3.x` and will now be the development
branch for future 3.x releases (3.3, 3.4, etc.).
`Main::cleanup()` prints warnings if it finds `StringName`s still alive.
We need the `BindingsGenerator` to be destructed before calling cleanup.
(cherry picked from commit d9603b2d73)
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
(cherry picked from commit b5334d14f7)
This is needed with newer Mono versions, at least with Mono 6.12+
Depends on the following commit from our build scripts:
godotengine/godot-mono-builds@9d75cff174
(cherry picked from commit b98e8b11e6)
The property has no effect as the older VS project system doesn't
work with Sdk style projects.
The presence of the property was preventing Visual Studio for Mac
from opening the project if the Godot extension is not installed.
Allow game projects to use a Godot.NET.Sdk with a newer patch version.
The major and minor version are still required to be the same.
For example: Allow a Godot 3.2.4 C# project to use a hypothetical
3.2.5 version of Godot.NET.Sdk.