Raul Santos
Raul Santos
Ah, so you are using the x64 editor build. I think that may be the problem, the architecture of the Godot editor needs to match the architecture of the .NET...
This should be fixed in Godot 4.0+. Classes named `System` are renamed to `System_`. - https://github.com/godotengine/godot/pull/69547.
It'd be great if you could also update the [`Mathf.NearestPo2`](https://github.com/godotengine/godot/blob/18a2e7ff6ebf0a477138c12c3efa63c15270a2ee/modules/mono/glue/GodotSharp/GodotSharp/Core/Mathf.cs#L626) method in C# :pray:. Keep in mind we use 32-bit `int` in C# and I don't think we want to...
> I could add `if (value I would like some sort of consensus on this before proceeding with adding test cases. Makes total sense, I just wanted to note that...
> ### Steps to reproduce > > Print debug statements from a c# file, and try to double click the log entry in the editor. How are you printing these...
> Instead I found that there is a whole separate issue of having these special characters in the project name and thus assembly name We should already be sanitizing the...
We can add `'` to the blacklist, and then if users report other characters being problematic we can add them when they are reported.
> net8 adds an `Experimental` attribute for things like this: [dotnet/designs@main/accepted/2023/preview-apis/preview-apis.md](https://github.com/dotnet/designs/blob/main/accepted/2023/preview-apis/preview-apis.md?rgh-link-date=2023-07-10T07%3A39%3A05Z) which we could use for these methods once that is released I don't feel like the `Experimental` attribute fits...
My concern is that since some of these methods are used by source generators, those warnings would show up in user projects even if they are not using them directly....
I think for manipulating csproj files in the editor we need the SDK version to match the runtime version, which is why we use `Environment.Version`. Otherwise it seems like it...