Fixes building mono release templates
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@ -2688,7 +2688,9 @@ bool CSharpScript::_get_member_export(IMonoClassMember *p_member, bool p_inspect
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return true;
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return true;
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}
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}
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#ifdef TOOLS_ENABLED
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MonoObject *attr = p_member->get_attribute(CACHED_CLASS(ExportAttribute));
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MonoObject *attr = p_member->get_attribute(CACHED_CLASS(ExportAttribute));
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#endif
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PropertyHint hint = PROPERTY_HINT_NONE;
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PropertyHint hint = PROPERTY_HINT_NONE;
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String hint_string;
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String hint_string;
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@ -422,10 +422,10 @@ void GDMono::initialize_load_assemblies() {
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#if defined(TOOLS_ENABLED)
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#if defined(TOOLS_ENABLED)
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bool tool_assemblies_loaded = _load_tools_assemblies();
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bool tool_assemblies_loaded = _load_tools_assemblies();
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CRASH_COND_MSG(!tool_assemblies_loaded, "Mono: Failed to load '" TOOLS_ASM_NAME "' assemblies.");
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CRASH_COND_MSG(!tool_assemblies_loaded, "Mono: Failed to load '" TOOLS_ASM_NAME "' assemblies.");
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#endif
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if (Main::is_project_manager())
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if (Main::is_project_manager())
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return;
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return;
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#endif
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// Load the project's main assembly. This doesn't necessarily need to succeed.
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// Load the project's main assembly. This doesn't necessarily need to succeed.
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// The game may not be using .NET at all, or if the project does use .NET and
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// The game may not be using .NET at all, or if the project does use .NET and
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