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Godot.NET.Sdk ------------- Godot uses its own custom MSBuild Sdk for game projects. This new Sdk adds its own functionality on top of 'Microsoft.NET.Sdk'. The new Sdk is resolved from the NuGet package. All the default boilerplate was moved from game projects to the Sdk. The default csproj for game project can now be as simple as: ``` <Project Sdk="Godot.NET.Sdk/4.0.0-dev2"> <PropertyGroup> <TargetFramework>netstandard2.1</TargetFramework> </PropertyGroup> </Project> ``` Source files are included by automatically so Godot no longer needs to keep the csproj in sync when creating new source files. Define constants ---------------- Godot defines a list of constants for conditional compilation. When exporting games, this list also included engine 'features' and platform 'bits'. There were a few problems with that: - The 'features' constants were only defined when exporting games. Not when building the game for running in the editor player. - If the project was built externally by an IDE, the constants wouldn't be defined at all. The new Sdk assigns default values to these constants when not built from the Godot editor, i.e.: when built from an IDE or from the command line. The default define constants are determined from the system MSBuild is running on. However, it's not possible for MSBuild to determine the set of supported engine features. It's also not possible to determine if a project is being built to run on a 32-bit or 64-bit Godot executable. As such the 'features' and 'bits' constants had to be removed. The benefit of checking those at compile time was questionable, and they can still be checked at runtime. The new list of define constants includes: - GODOT - GODOT_<PLATFORM> Defaults to the platform MSBuild is running on. - GODOT_<PC/MOBILE/WEB> - TOOLS When building with the 'Debug' configuration (editor and editor player). - GODOT_REAL_T_IS_DOUBLE Not defined by default unless $(GodotRealTIsDouble) is overriden to be 'true'. .NET Standard ------------- The target framework of game projects was changed to 'netstandard2.1'.
27 lines
1.1 KiB
XML
27 lines
1.1 KiB
XML
<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<ProjectGuid>{8FBEC238-D944-4074-8548-B3B524305905}</ProjectGuid>
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<OutputPath>bin/$(Configuration)</OutputPath>
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<AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>
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<RootNamespace>Godot</RootNamespace>
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<TargetFramework>netstandard2.1</TargetFramework>
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<DocumentationFile>$(OutputPath)/$(AssemblyName).xml</DocumentationFile>
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<EnableDefaultItems>false</EnableDefaultItems>
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</PropertyGroup>
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<PropertyGroup>
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<DefineConstants>$(DefineConstants);GODOT</DefineConstants>
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</PropertyGroup>
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<ItemGroup>
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<ProjectReference Include="..\GodotSharp\GodotSharp.csproj">
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<Private>false</Private>
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</ProjectReference>
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</ItemGroup>
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<!--
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We import a props file with auto-generated includes. This works well with Rider.
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However, Visual Studio and MonoDevelop won't list them in the solution explorer.
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We can't use wildcards as there may be undesired old files still hanging around.
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Fortunately code completion, go to definition and such still work.
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-->
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<Import Project="Generated\GeneratedIncludes.props" />
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</Project>
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