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path: root/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/GodotPluginsInitializerGenerator.cs
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* Add fine-grained disabling of SourceGeneratorsAlex de la Mare2023-03-251-1/+1
| | | | | This allows manual testing and/or alternate source generators to provide functionality without conflict.
* Update ↵Treer2023-02-011-1/+1
| | | | | modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/GodotPluginsInitializerGenerator.cs Co-authored-by: Ignacio Roldán Etcheverry <neikeq@users.noreply.github.com>
* Qualify Console's namespace to avoid mixup with plugin's objectsTreer2023-01-311-1/+1
| | | | | Avoid error when a plugin contains a class called "Console": Godot.SourceGenerators\Godot.SourceGenerators.GodotPluginsInitializerGenerator\GodotPlugins.Game.generated.cs(32,25): error CS0117: 'Console' does not contain a definition for 'Error'
* C#: Rename `Object` to `GodotObject`Raul Santos2023-01-271-2/+2
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* Use `.generated` suffix for generated C# codeRaul Santos2022-10-221-1/+1
| | | | | Use the `.generated` suffix instead of `_Generated` so .NET marks C# file generated by Godot source generators as generated code.
* C#: Fix exported game crash because of uninitialized callbacksIgnacio Roldán Etcheverry2022-08-291-1/+4
| | | | | This was a regression from 2c180f62d985194060f1a8d2070c130081177c90, where I forgot to update the source generator.
* C#: Initial NativeAOT supportIgnacio Roldán Etcheverry2022-08-221-3/+5
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This commit adds initial support for games exported as NativeAOT shared libraries. At this moment, the NativeAOT runtime is experimental. Additionally, Godot is not trim-safe as it still makes some use of reflection. For the time being, a rd.xml file is needed to prevent code triming: ``` <Directives xmlns="http://schemas.microsoft.com/netfx/2013/01/metadata"> <Application> <Assembly Name="GodotSharp" Dynamic="Required All" /> <Assembly Name="GAME_ASSEMBLY" Dynamic="Required All" /> </Application> </Directives> ``` These are the csproj changes for publishing: ``` <PropertyGroup> <NativeLib>Shared</NativeLib> </PropertyGroup> <ItemGroup> <RdXmlFile Include="rd.xml" /> <PackageReference Include="Microsoft.DotNet.ILCompiler" Version="7.0.0-*" /> </ItemGroup> ``` More info: - https://github.com/dotnet/runtimelab/blob/feature/NativeAOT/docs/using-nativeaot/compiling.md - https://github.com/dotnet/runtimelab/tree/feature/NativeAOT/samples/NativeLibrary - https://github.com/dotnet/runtimelab/blob/feature/NativeAOT/docs/using-nativeaot/rd-xml-format.md
* C#/netcore: Add base desktop game export implementationIgnacio Roldán Etcheverry2022-08-221-0/+58
This base implementation is still very barebones but it defines the path for how exporting will work (at least when embedding the .NET runtime). Many manual steps are still needed, which should be automatized in the future. For example, in addition to the API assemblies, now you also need to copy the GodotPlugins assembly to each game project.