Files
Ed Lu a2e061936f Added Breakpad crash dump generation
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
2024-07-20 19:10:14 +02:00
..
2024-05-04 14:09:42 +02:00
2024-06-15 19:07:42 +02:00
2024-06-09 13:40:51 -04:00
2024-05-04 14:09:42 +02:00
2024-05-04 14:09:42 +02:00

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