Page MenuHomeSolus

Godot vanilla version (without Mono)
Closed, ResolvedPublic

Description

  • Name: Godot
  • Homepage: https://godotengine.org/
  • Why should this be included in the repository? The only version of Godot available in Solus ships with Mono support. This leads to the following issue: any game exported from this version of the engine requires Mono to run, even if the game doesn't use C# at all. I guess this is why the Godot download page has two versions, the vanilla version and a Mono version, such that if a project doesn't require Mono it can be shipped without it using the vanilla engine.
  • Is it Open Source: yes
  • Who and how many users do you anticipate will use this software? Godot users that use GDScript or C++, but not C#.
  • Link to source tarball/zip file: https://github.com/godotengine/godot/archive/3.0.6-stable.tar.gz
rjurga created this task.Jan 6 2019, 4:10 PM
yursan9 added a subscriber: yursan9.Jan 7 2019, 1:19 AM

Yes, please...

So basically we need to package this guy twice according to what people told me on freenode/#godotengine

I'd rather see one package.yml that generates a patterned sub-package. If possible, I'd also like to see a -common with shared files.

In the announcement of the 3.1 beta 1 they say :

  • Classical build (GDScript, GDNative, VisualScript)
  • Mono build (C# support + all the above). You need to have Nuget and MSbuild installed to use the Mono build. However, this build no longer mandates a specific Mono SDK version.

So as I understand this, the Mono build should support all the features of the Classical build....

rjurga added a comment.EditedJan 8 2019, 6:26 PM

I don't think Godot considers this as a "feature" so to speak. So technically you are right. However I don't think that anything will change with 3.1, given that they will still offer a "Classical build". There would be no reason to keep maintaining a classical build at all if the Mono build could export games that don't require Mono.

As far as I can tell, the intention of the Godot developers is for users to use the Mono build only and only if the game is being developed with C#. If it doesn't the classical build is intended to be used instead.

@kyrios123 3.1 will just make it so that you can use the other languages with Mono, not so that you can use non-mono export templates.

ni-code added a subscriber: ni-code.EditedJan 9 2019, 3:07 AM

Also note that the godot c# version is in experimental state, I don't think it reached beta yet. I'm a godot user, althoug I'm using a custom build, so I didn't noticed this issue with the godot version in the solus repo. In my opinion the so called 'classical' version should be the one provided by solus. Anyways feel free to disagree with me, and keep doing the good work you guys allways do.

Lonsfor added a subscriber: Lonsfor.Jan 9 2019, 1:17 PM
robust added a subscriber: robust.Jan 10 2019, 3:11 AM

Using the steam version right now as a substitute, but the regular "Classic" version as a solus package would be welcome. Thanks in advance :)

CALL FOR TESTERS (on unstable)

Download & install godot-common
Then download and install godot or godot-mono (or even better : both)

And let me know if it works fine.

I'll be able to try it over the weekend if the need is still there by then!

both seem to work. haven't done more testing than starting up the 3d platformer demo template tho.

@robust thanks for this quick check
@rjurga it won't be landed this week so if you can give it a try during the weekend it would be awesome !

Other than checking if project run, we need to export the game too. Because the last time I tried to export with Mono version, I can't use the default export template downloaded from Godot.

yursan9 without knowing which system you tried to export to makes it hard to know what caused the problem. but from what i read the mono version doesnt support all platforms, but the desktop export should work. I tried exporting in godot (mono) version 17 in the solus unstable repo and it crashed because it couldnt find mono msbuild.exe.

both of the new packages exports without any errors.

kyrios123 added a comment.EditedJan 11 2019, 7:19 AM

yursan9 without knowing which system you tried to export to makes it hard to know what caused the problem. but from what i read the mono version doesnt support all platforms, but the desktop export should work. I tried exporting in godot (mono) version 17 in the solus unstable repo and it crashed because it couldnt find mono msbuild.exe.

both of the new packages exports without any errors.

With the current version of godot (in the stable/shannon repo), you should use xbuild (because msbuild wasn't in the repo yet when I packaged godot 3).

With the version in unstable that will be available in stable, with today? sync (2fab83d3c3a8), msbuild will be available but I forgot to set it as runtime dependency so you may have to install it manually with sudo eopkg it mono-msbuild. This will be fixed with the next release.

Also note that after the sync, the testing packages I have posted above should be working on stable. As mentionned by @rjurga and @yursan9 the most important thing to validate are the export templates as this is the purpose of this activity.

rjurga added a comment.EditedJan 12 2019, 4:06 PM

Alright just installed both godot and godot-mono, and everything seems to be in order. I was able to export my projects in both cases. EDIT: And the appropriate templates were used should I add.

Great, thanks for the feedback!

DataDrake triaged this task as Normal priority.Jan 20 2019, 1:21 PM
DataDrake edited projects, added Software; removed Package Requests.
DataDrake moved this task from Backlog to Package Fixes on the Software board.