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C#: Move GLOBAL_DEF
s to CSharpLanguage ctor
Also documents the .NET project settings.
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@ -652,6 +652,13 @@
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See [enum DisplayServer.VSyncMode] for possible values and how they affect the behavior of your application.
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Depending on the platform and used renderer, the engine will fall back to [code]Enabled[/code], if the desired mode is not supported.
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</member>
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<member name="dotnet/project/assembly_name" type="String" setter="" getter="" default="""">
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Name of the .NET assembly. This name is used as the name of the [code].csproj[/code] and [code].sln[/code] files. By default, it's set to the name of the project ([member application/config/name]) allowing to change it in the future without affecting the .NET assembly.
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</member>
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<member name="dotnet/project/solution_directory" type="String" setter="" getter="" default="""">
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Directory that contains the [code].sln[/code] file. By default, the [code].sln[/code] files is in the root of the project directory, next to the [code]project.godot[/code] and [code].csproj[/code] files.
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Changing this value allows setting up a multi-project scenario where there are multiple [code].csproj[/code]. Keep in mind that the Godot project is considered one of the C# projects in the workspace and it's root directory should contain the [code]project.godot[/code] and [code].csproj[/code] next to each other.
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</member>
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<member name="editor/movie_writer/disable_vsync" type="bool" setter="" getter="" default="false">
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If [code]true[/code], requests V-Sync to be disabled when writing a movie (similar to setting [member display/window/vsync/vsync_mode] to [b]Disabled[/b]). This can speed up video writing if the hardware is fast enough to render, encode and save the video at a framerate higher than the monitor's refresh rate.
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[b]Note:[/b] [member editor/movie_writer/disable_vsync] has no effect if the operating system or graphics driver forces V-Sync with no way for applications to disable it.
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@ -113,6 +113,11 @@ void CSharpLanguage::init() {
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BindingsGenerator::handle_cmdline_args(cmdline_args);
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#endif
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GLOBAL_DEF("dotnet/project/assembly_name", "");
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#ifdef TOOLS_ENABLED
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GLOBAL_DEF("dotnet/project/solution_directory", "");
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#endif
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gdmono = memnew(GDMono);
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gdmono->initialize();
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@ -411,8 +411,6 @@ namespace GodotTools
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_editorSettings = editorInterface.GetEditorSettings();
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GodotSharpDirs.RegisterProjectSettings();
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_errorDialog = new AcceptDialog();
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editorBaseControl.AddChild(_errorDialog);
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@ -48,12 +48,6 @@ namespace GodotTools.Internals
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}
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}
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public static void RegisterProjectSettings()
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{
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GlobalDef("dotnet/project/assembly_name", "");
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GlobalDef("dotnet/project/solution_directory", "");
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}
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public static void DetermineProjectLocation()
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{
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static string DetermineProjectName()
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