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A lot of renames mono -> .NET
Co-authored-by: Raul Santos <raulsntos@gmail.com>
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@@ -30,7 +30,7 @@ Generate the glue
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Parts of the sources of the managed libraries are generated from the ClassDB.
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These source files must be generated before building the managed libraries.
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They can be generated by any mono-enabled Godot editor binary by running it with
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They can be generated by any .NET-enabled Godot editor binary by running it with
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the parameters ``--headless --generate-mono-glue`` followed by the path to an
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output directory.
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This path must be ``modules/mono/glue`` in the Godot directory::
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@@ -43,14 +43,14 @@ the editor tools at ``modules/mono/glue/GodotSharp/GodotSharpEditor/Generated``.
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Once these files are generated, you can build Godot's managed libraries for all
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the desired targets without having to repeat this process.
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``<godot_binary>`` refers to the editor binary you compiled with the Mono module
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``<godot_binary>`` refers to the editor binary you compiled with the .NET module
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enabled. Its exact name will differ based on your system and configuration, but
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should be of the form ``bin/godot.<platform>.editor.<arch>.mono``, e.g.
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``bin/godot.linuxbsd.editor.x86_64.mono`` or
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``bin/godot.windows.editor.x86_32.mono.exe``. Be especially aware of the
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**.mono** suffix! If you've previously compiled Godot without Mono support, you
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**.mono** suffix! If you've previously compiled Godot without .NET support, you
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might have similarly named binaries without this suffix. These binaries can't be
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used to generate the Mono glue.
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used to generate the .NET glue.
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.. note:: The glue sources must be regenerated every time the ClassDB-registered
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API changes. That is, for example, when a new method is registered to
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@@ -61,13 +61,13 @@ used to generate the Mono glue.
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Building the managed libraries
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------------------------------
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Once you have generated the Mono glue, you can build the managed libraries with
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Once you have generated the .NET glue, you can build the managed libraries with
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the ``build_assemblies.py`` script::
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./modules/mono/build_scripts/build_assemblies.py --godot-output-dir=./bin
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If everything went well, the ``GodotSharp`` directory, containing the managed
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libraries, should have been created in the in the ``bin`` directory.
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libraries, should have been created in the ``bin`` directory.
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.. note:: By default, all development builds share a version number, which can
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cause some issues with caching of the NuGet packages. To solve this
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@@ -75,12 +75,12 @@ libraries, should have been created in the in the ``bin`` directory.
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version or delete ``GodotNuGetFallbackFolder`` after every build to
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clear the package cache.
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Unlike "classical" Godot builds, when building with the Mono module enabled
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Unlike "classical" Godot builds, when building with the .NET module enabled
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(and depending on the target platform), a data directory may be created both
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for the editor and for exported projects. This directory is important for
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proper functioning and must be distributed together with Godot.
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More details about this directory in
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:ref:`Data directory<compiling_with_mono_data_directory>`.
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:ref:`Data directory<compiling_with_dotnet_data_directory>`.
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Build Platform
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^^^^^^^^^^^^^^
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@@ -170,12 +170,12 @@ Example (Linux, \*BSD)
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# Generate binaries
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./modules/mono/build_scripts/build_assemblies.py --godot-output-dir=./bin --godot-platform=linuxbsd
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.. _compiling_with_mono_data_directory:
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.. _compiling_with_dotnet_data_directory:
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Data directory
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--------------
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The data directory is a dependency for Godot binaries built with the Mono module
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The data directory is a dependency for Godot binaries built with the .NET module
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enabled. It contains important files for the correct functioning of Godot. It
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must be distributed together with the Godot executable.
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@@ -206,8 +206,8 @@ Command-line options
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--------------------
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The following is the list of command-line options available when building with
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the Mono module:
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the .NET module:
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- **module_mono_enabled**\ =yes | **no**
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- Build Godot with the Mono module enabled.
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- Build Godot with the .NET module enabled.
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