godot/modules/mono
Juan Linietsky 6f0e210093 Refactor ProjectSetting overrides
* Overrides no longer happen for set/get.
* They must be checked with a new function: `ProjectSettings::get_setting_with_override()`.
* GLOBAL_DEF/GLOBAL_GET updated to use this

This change solves many problems:
* General confusion about getting the actual or overriden setting.
* Feature tags available after settings are loaded were being ignored, they are now considered.
* Hacks required for the Project Settings editor to work.

Fixes #64100. Fixes #64014. Fixes #61908.
2023-01-13 15:13:56 +01:00
..
build_scripts Rename float=64 SCons option to precision=double 2022-12-10 16:43:45 +01:00
doc_classes C#: Begin move to .NET Core 2022-08-22 03:35:59 +02:00
editor Merge pull request #71114 from reduz/cleanup-property-hints 2023-01-09 16:57:31 +01:00
glue Improve description of GetNodeOrDefault in C# API 2023-01-11 15:02:08 +01:00
icons Optimize SVG using svgcleaner --multipass 2020-10-25 10:02:37 +01:00
mono_gd Refactor ProjectSetting overrides 2023-01-13 15:13:56 +01:00
thirdparty C#: Replace libnethost dependency to find hostfxr 2022-09-07 16:36:36 +02:00
utils One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
__init__.py Re-write mono module editor code in C# 2019-07-05 09:38:23 +02:00
.editorconfig C#: Code cleanup and greatly reduce use of C# pointers 2022-08-22 03:36:51 +02:00
.gitignore .NET: Generate SdkPackageVersions.props from version.py 2022-10-05 20:31:26 +02:00
class_db_api_json.cpp One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
class_db_api_json.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
config.py SCons: Unify tools/target build type configuration 2022-09-26 16:31:46 +02:00
csharp_script.cpp Refactor ProjectSetting overrides 2023-01-13 15:13:56 +01:00
csharp_script.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
Directory.Build.props C#: Make GodotSharp API a NuGet package 2022-08-22 03:36:51 +02:00
Directory.Build.targets C#: Generate symbols packages 2022-10-08 13:59:06 +02:00
godotsharp_defs.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
godotsharp_dirs.cpp One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
godotsharp_dirs.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
interop_types.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
managed_callable.cpp One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
managed_callable.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
mono_gc_handle.cpp One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
mono_gc_handle.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
README.md Rename float=64 SCons option to precision=double 2022-12-10 16:43:45 +01:00
register_types.cpp One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
register_types.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
SCsub SCons: Unify tools/target build type configuration 2022-09-26 16:31:46 +02:00
signal_awaiter_utils.cpp One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
signal_awaiter_utils.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00

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