A lot of renames mono -> .NET

Co-authored-by: Raul Santos <raulsntos@gmail.com>
This commit is contained in:
RedworkDE
2023-02-21 11:08:05 +01:00
parent c7a776bbc7
commit 6cdaa558a2

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