Fixed compiling on Windows Make crash dump printing work better on Windows Tweaked Breakpad build Fixed Breakpad build for Godot 4 Switched to WINDOWS_ENABLED Removed some non buildable files listed in the files to build Ran clang format Fixed the other formatting issues detected by CI Removed a comment and added clarifying comment on crash dump message as to why it is printed twice on Windows Make an ugly string conversion to make Windows build work Tweaked the build configuration and formatted again removed lss Add lss properly Reinitialize breakpad after mono initialization on Linux otherwise the breakpad signal handlers are not active Disable Windows crash handler on destruction similarly to Linux Renamed breakpad_enabled to use_breakpad Forgot to wrap one piece of code inside ifdef USE_BREAKPAD Updated copyright years in the added files Fix register types for breakpad Fixed dir access Removed musl and elf_reader which was the only thing seemingly depending on it Updated header guards Removed the memdelete call
How to build and run
- Build Godot with the module enabled:
module_mono_enabled=yes. - After building Godot, use it to generate the C# glue code:
<godot_binary> --generate-mono-glue ./modules/mono/glue - 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