Commit Graph

14 Commits

Author SHA1 Message Date
Thaddeus Crews
4af1068688
CI: Add svgo pre-commit hook 2024-06-23 08:14:54 -05:00
Danil Alexeev
b1eb737719
GDScript: Fix some lambda bugs 2023-09-14 14:22:23 +03:00
Adam Scott
44d1d72af1 Add GDScript .editorconfig rules
- Uniformize `.gd` unit test files indentation to tabs (where needed)
2023-01-10 12:25:35 -05:00
Aaron Franke
5f8275d9ac
Add a simple C# .editorconfig 2021-07-23 17:04:53 -04:00
Hugo Locurcio
076b17ff6c
Use space indentation for all YAML files in .editorconfig
YAML only accepts spaces for indentation, not tabs.
2021-02-20 02:53:10 +01:00
Ignacio Etcheverry
ced77b1e9b C#: Switch games to MSBuild Sdks and .NET Standard
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'.
2020-07-25 19:22:01 +02:00
fhuya
b38283a6b7 Miscellaneous cleanup for the Android codebase:
- update gradle plugins versions
- add formatting rules for AndroidManifest and gradle build files
- cleanup java_godot_lib_jni

Note: logic was mostly moved around and no new logic/functionality was added.
2020-03-04 12:16:17 -08:00
Max Hilbrunner
ffe067f53d Include SConstruct in .editorconfig 2019-05-26 18:49:55 +02:00
Guilherme Felipe
e64391f47b Update zstd to 1.3.8 2019-01-03 22:35:20 -02:00
Pieter-Jan Briers
4c40227af6 Adds C# rule to .editorconfig.
C# standard is 4 width spaces, not tabs.
2018-07-20 08:42:13 +02:00
Pieter-Jan Briers
6861886f70 Enforce insert_final_newline in the editorconfig. 2018-02-16 19:44:47 +01:00
Colin Kinloch
edb1df15ea Added indent_style to editorconfig, fixed inconsistent use of tabs and spaces in indentation. 2017-12-14 13:52:23 +00:00
Bojidar Marinov
3288ce63d3
Add trim_trailing_whitespace to .editorconfig 2017-05-16 14:04:26 +03:00
Guilherme Felipe
956e0a8564 Add .editorconfig 2015-06-22 14:07:26 -03:00