This adds constants to projects build via Godot Mono which allows project to conditionally react to different operating systems and 32/64 Bit architecture. Additionally .NET libraries could support multiple engines like Unity and Godot at the same time when compiled from Godot and reacting to definitions.
- Now there is only one solution that contains both GodotSharp and GodotSharpEditor project. Previously we had one solution for each project
- GodotSharpEditor reference GodotShatp with a 'ProjectReference'. Previously it was a 'Reference' to the assembly
- This also simplifies the command line option to generate this solution: 'godot --generate-cs-api <OutputDir>'
- If there is a solution and C# project at startup, make sure API assemblies are up to date.
- Fix prebuilt assemblies only being used when building the game project, and not in other instances.
- Bundle editor dependencies:
- 'GodotSharp': Root data directory for the editor
- 'Tools': Editor dependencies. Only GodotSharp.dll for now.
- 'Api': Prebuilt GodotSharp and GodotSharpEditor API assemblies.
- 'Mono': Mono files to bundle with the editor.
- 'bin': (Optional, not used for now) Mono bin directory.
- 'etc': Mono configuration files.
- 'lib': Mono dependency shared libraries.
- 'lib/mono/4.5': Framework assemblies.
- Added build option to copy the required files from the mono installation to 'GodotSharp/Mono'. Enable with 'copy_mono_root=yes'. Disabled by default.
- Export template dependencies:
- 'data_AppName'/'data_Godot':
- 'Mono': Mono files to bundle with the game.
- 'etc': Mono configuration files.
- 'lib': Mono dependency shared libraries.
- The data directory is generated when compiling and must be bundled with the export templates. In the case of OSX, the data directory must be placed inside the 'osx.zip' export template.
- In OSX, alternative location for directories (needed for app bundles) are:
- 'data_AppName/Mono/etc' --> '../Resources/GodotSharp/Mono/etc'
- 'data_AppName/Mono/lib' --> '../Frameworks/GodotSharp/Mono/lib'
- The editor can bundle prebuilt API assemblies.
- Generate them with a tools build by running: `--generate-cs-core-api <GodotSharp_OutputDir> --generate-cs-editor-api <GodotSharpEditor_OutputDir> <GodotSharp_OutputDir>/bin/Release/GodotSharp.dll` (This command will be simplified in the future and both projects will be in the same solution)
- Build the solutions and copy the output files to '#bin/GodotSharp/Api'.
- Fixed API assembly being added twice during the export process.
On macOS, it is common to install packages like Mono through the third-party
package-manager Homebrew. This commit simply adds an additional path to
where Homebrew installs the Mono framework.
- Add option to print MSBuild's stdout and stderr instead of redirecting it. This can be enabled by setting the environment variable: Godot_DEBUG_MSBUILD=1
- Set (Csc/Vbc/Fsc)ToolExe environment variables to point to the batch files in Mono's bin directory when building with Mono's MSBuild.
- Set Mono's MSBuild as the default build tool on Windows.
- Generate projects with portable DebugType instead of full.
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
- Make sure to search the mono installation directory for the right architecture in the windows registry.
- Do not build GodotSharpTools directly to #bin dir. Instead build to the default output path and copy it. This way we avoid MSBuild adding files we don't want to #bin.
- Add hint path for MSBuild in OSX.
- Copy shared library on Unix if not statically linking.
- Use vswhere to search MSBuild and search for 14.0 tools version in the registry instead of 4.0.
- SCons will only fallback xbuild when msbuild is not found if 'xbuild_fallback=yes' is passed to the command.
- Use mono's assembly path as FrameworkPathOverride if using with system's MSBuild (not mono's fork).
- Cleanup.