Fix assertion fail when loading assembly on project export
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02d5ff4cd0
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@ -265,11 +265,7 @@ def make_template_dir(env, mono_root):
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template_dir_name = ''
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template_dir_name = ''
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if platform == 'windows':
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if platform in ['windows', 'osx', 'x11']:
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template_dir_name = 'data.mono.%s.%s.%s' % (platform, env['bits'], target)
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elif platform == 'osx':
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template_dir_name = 'data.mono.%s.%s' % (platform, target)
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elif platform == 'x11':
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template_dir_name = 'data.mono.%s.%s.%s' % (platform, env['bits'], target)
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template_dir_name = 'data.mono.%s.%s.%s' % (platform, env['bits'], target)
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else:
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else:
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assert False
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assert False
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@ -117,7 +117,7 @@ void GodotSharpExport::_export_begin(const Set<String> &p_features, bool p_debug
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GDMonoAssembly *scripts_assembly = NULL;
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GDMonoAssembly *scripts_assembly = NULL;
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bool load_success = GDMono::get_singleton()->load_assembly_from(project_dll_name,
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bool load_success = GDMono::get_singleton()->load_assembly_from(project_dll_name,
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project_dll_src_dir, &scripts_assembly, /* refonly: */ true);
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project_dll_src_path, &scripts_assembly, /* refonly: */ true);
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ERR_EXPLAIN("Cannot load refonly assembly: " + project_dll_name);
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ERR_EXPLAIN("Cannot load refonly assembly: " + project_dll_name);
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ERR_FAIL_COND(!load_success);
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ERR_FAIL_COND(!load_success);
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