Commit Graph

371 Commits

Author SHA1 Message Date
Densorius ca432727d9
Fixed opening new instances of VS 2022 while a instance is already open
(cherry picked from commit 93e2d0446f)
2022-02-11 09:50:58 +01:00
Densorius 1afefea330
Add Visual Studio 2022 support with fallback to 2019
(cherry picked from commit 9ea0508d35)
2022-02-11 09:50:57 +01:00
Rémi Verschelde a627cdafc5
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-13 15:54:13 +01:00
Zae d5ad76a3c8 [3.x] [Mono] Add support for file-scoped namespace declaration. 2022-01-02 18:02:00 +08:00
Raul Santos cf98ff248a
Check a csproj exists before trying to edit it
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.
2021-12-20 16:49:16 +01:00
Rémi Verschelde 14ef65e49b
Merge pull request #54348 from akien-mga/3.x-clang-format-dont-align-operands 2021-10-28 15:43:15 +02:00
Rémi Verschelde 87c80f529f
clang-format: Enable `BreakBeforeTernaryOperators`
clang-format keeps breaking the way it handles break *after* ternary operators,
so I give up and go with the only style they seem to actually test.
2021-10-28 14:50:33 +02:00
Rémi Verschelde 42d385b312
clang-format: Disable alignment of operands, too unreliable
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`.
2021-10-28 13:23:38 +02:00
Raul Santos ced4f3519d Avoid modifying csproj globbing includes
Check if the found globbing include already matches the new path on
moving scripts to avoid modifying users' csproj files.
2021-10-26 18:21:19 +02:00
Aaron Franke 298e29c772
[3.x] Some more C# formatting and style fixes 2021-09-18 12:11:03 -05:00
Rémi Verschelde 316b5dad2d
Merge pull request #52390 from raulsntos/csharp-docs-3.x
[3.x] Add documentation to GodotSharp
2021-09-18 01:00:03 +02:00
Rémi Verschelde ae58f94323
Merge pull request #52445 from nekomatata/fix-mono-nodepath-default-arg-3.x 2021-09-16 15:20:17 +02:00
Lewis James 48a6264a87 Add editor keyboard shortcut for Mono Build solution button
Update GodotSharpEditor.cs & csharp_script.cpp with better casing and localisation for HintTooltip on Build button

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2021-09-14 13:24:03 +01:00
PouleyKetchoupp 781b979292 Fix NodePath default argument in mono bindings
Backport from master, mono was generating "" as default argument
instead of (NodePath)"".
2021-09-06 10:46:33 -07:00
Raul Santos d76562ceb9 Fix constant tag documentation in C# bindings generator 2021-09-03 23:02:14 +02:00
Raul Santos dd9c07ee46 Ensure MSBuildPanel buttons are instantiated 2021-08-06 22:32:54 +02:00
Yuri Sizov 3857fd5ceb Fix the editor theme application for the Mono build log 2021-08-03 22:11:33 +03:00
Ignacio Roldán Etchevery e72fdc4b95 C#+iOS: Cache AOT compilater output
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.
2021-08-02 17:27:47 +02:00
Raul Santos 9fd201c7a4
Ignore paths with invalid chars in PathWhich
(cherry picked from commit d636ebbfe9)
2021-07-27 12:17:14 +02:00
Raul Santos 2d60a64260
Use Array.Empty instead of allocating a every time
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)
2021-07-27 12:17:09 +02:00
Aaron Franke 17551fe29e
[3.x] Add a simple C# .editorconfig 2021-07-24 16:27:57 -04:00
Rémi Verschelde f8264abb46
Mono: Remove info dialog discouraging use in production
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)
2021-07-20 13:05:04 +02:00
Marcel Admiraal 7e03bd1671 Remove duplicate WARN_PRINTS macro 2021-06-18 12:57:59 +01:00
Aaron Franke b3ac1669c0
[3.x] Fix C# bindings generator for default value types 2021-06-18 01:07:28 -04:00
Marcel Admiraal 5a58516231 Remove duplicate ERR_PRINTS macro 2021-06-16 11:56:25 +01:00
Ignacio Roldán Etchevery 4838e609ee C#+iOS: Fixes for games exported with `Use Interpreter` disabled
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.
2021-06-02 01:34:00 +02:00
Ignacio Roldán Etchevery 21a739e3b1 C#+iOS: Fix P/Invoke symbols being stripped by the linker
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.
2021-06-02 01:34:00 +02:00
Ignacio Roldán Etchevery c9047de455 C#+iOS: Fix simulator builds
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.
2021-06-02 01:34:00 +02:00
bruvzg 683f96df35 Add separate `simulator` flag for iOS build, change main library to `xcframework`.
Build and export iOS Mono libs as `.xcframework`s, for Apple Silicon iOS simulator support.
2021-06-02 01:09:03 +02:00
Rémi Verschelde b5e1e05ef2
Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 2021-05-04 14:45:16 +02:00
Rémi Verschelde 64a63e0861
Style: clang-format: Disable AllowShortCaseLabelsOnASingleLine 2021-05-04 14:45:15 +02:00
Rémi Verschelde 3d15f04668
Style: clang-format: Disable AllowShortIfStatementsOnASingleLine 2021-05-04 14:45:15 +02:00
Rémi Verschelde 6e600cb3f0
Style: Set clang-format Standard to c++14 2021-05-04 14:45:15 +02:00
Rémi Verschelde e6b291b152
Mono: Bump Godot.NET.Sdk to 3.3.0
Using only 3.3 results in a build warning.

Follow-up to #47055.
2021-03-17 14:46:26 +01:00
Rémi Verschelde 0341251d0f
Bump version to 3.3-rc
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.).
2021-03-16 12:16:36 +01:00
Ignacio Etcheverry 10c8438178
C#: Fix StringName leak warnings after generating bindings
`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)
2021-03-13 21:56:31 +01:00
Pedro J. Estébanez 6f4f49c1d5 Make glue generation shutdown more graceful
(cherry picked from commit 23907e6f19)
2021-02-22 21:40:16 +01:00
bruvzg 9e4cecc8ea [Mono] Use the same search logic for both `MSBuild` and `dotnet`, add custom search paths on macOS.
(cherry picked from commit e304f716c7)
2021-02-05 09:29:29 +01:00
Ivan Shakhov 7ecc2561cd
Fix off by one error navigating to line number in Rider
Fixes https://github.com/JetBrains/godot-support/issues/61

(cherry picked from commit deef9a73a5)
2021-02-02 13:02:46 +01:00
Rémi Verschelde 9f2c24e8ce
Cleanup: Remove executable bit from files which don't need it
Drop unused xpmfix.sh script.

(cherry picked from commit 76c6007aa6)
2021-01-26 17:00:15 +01:00
Rémi Verschelde 49646383f1
Update copyright statements to 2021
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)
2021-01-13 16:17:06 +01:00
Rémi Verschelde 188609e5ab
CI: Update to clang-format 11 and apply ternary operator changes
(cherry picked from commit af878716f2)
2021-01-13 16:14:35 +01:00
Ignacio Etcheverry bf942447a3
Mono: Add extra WASM framework assemblies on game export
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)
2020-12-29 16:01:59 +01:00
Ignacio Etcheverry 1a5e985ed4 [3.2] Mono: Make Godot provide its own WASM m2n trampolines
This depends on a custom Mono patch from this commit:
godotengine/godot-mono-builds@0e312939bd
2020-12-14 19:46:41 +01:00
Rémi Verschelde 31cd9e560c
Mono: Fix GodotTools build after invalid cherry-pick
I wrongly resolved the cherry-pick conflict in c5acdfb5f5.
2020-12-10 17:54:37 +01:00
Ignacio Etcheverry c5acdfb5f5
C#: Fix very slow build log update in the editor
(cherry picked from commit b0eb9061e4)
2020-12-09 11:22:05 +01:00
Ignacio Etcheverry a07589e2ad C#: Bump Godot.NET.Sdk version to 3.2.4 2020-12-06 01:12:10 +01:00
Ignacio Etcheverry cd339ff002 C#: Remove ProjectTypeGuids from Godot.NET.Sdk
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.
2020-12-06 01:12:10 +01:00
Ignacio Etcheverry d639941446 C#: Fix targeting .NETFramework with Godot.NET.Sdk and .NET 5
Our target was overriding the official one, while not doing its job
assuming it was already taken care of...
2020-12-06 01:12:10 +01:00
Ignacio Etcheverry 9b24d5f2d0 C#: Don't overwrite newer Godot.NET.Sdk patch version in csproj
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.
2020-12-06 01:11:31 +01:00