[Mono-ue] Mono-ue Digest, Vol 10, Issue 1
Big Softy
bigsofty at gmail.com
Tue Sep 27 15:05:50 UTC 2016
Great news and thank you for all the hard work!
On 27 September 2016 at 13:00, <mono-ue-request at lists.dot.net> wrote:
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> Today's Topics:
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> 1. Update on Mono for Unreal Engine (Miguel de Icaza)
>
>
> ----------------------------------------------------------------------
>
> Message: 1
> Date: Mon, 26 Sep 2016 15:03:28 -0400
> From: Miguel de Icaza <miguel.de.icaza at gmail.com>
> To: mono-ue at lists.xamarin.com
> Subject: [Mono-ue] Update on Mono for Unreal Engine
> Message-ID:
> <CABoMf7n29x4m3iPu2K_DsgYGnL6J95L+GFNu95=9vLC5H5tqZ
> A at mail.gmail.com>
> Content-Type: text/plain; charset="utf-8"
>
> Hello,
>
> Earlier this year, at the Microsoft Build Conference, Scott Guthrie
> announced that we would be open sourcing Xamarin's propietary stack under
> the MIT license. This also included relicensing Mono from the current
> LGPL 2 license to the MIT license.
>
> This opened the doors again for Mono scripting on Unreal Engine but we
> needed to find the time to do the work.
>
> Over the past year or so, Unreal Engine has evolved very rapidly, so our
> existing code no longer compiled.
>
> Mikayla Hutchinson has been heroically upgrading the codebase to work with
> the latest version of Unreal Engine, and recently got the test suites and
> the embedding working well enough to get our rotating C# chair to show up:
>
> https://twitter.com/mjhutchinson/status/780456948630220800
>
> There is still some work left to be done to get back up to where we were.
> This time around, instead of using our home-grown "validate the user has a
> license via github hashes", we will just use GitHub built-in capabilities
> to share the code with anyone that has access to EpicGame's repository.
>
> Miguel.
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