Merge pull request #72849 from RedworkDE/net-export-settings
C#: Rename export settings `mono` -> `dotnet` and remove unused AOT settings
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commit
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@ -24,19 +24,7 @@ namespace GodotTools.Export
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public void RegisterExportSettings()
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public void RegisterExportSettings()
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{
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{
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// TODO: These would be better as export preset options, but that doesn't seem to be supported yet
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// TODO: These would be better as export preset options, but that doesn't seem to be supported yet
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GlobalDef("dotnet/export/include_scripts_content", false);
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GlobalDef("mono/export/include_scripts_content", false);
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GlobalDef("mono/export/aot/enabled", false);
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GlobalDef("mono/export/aot/full_aot", false);
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GlobalDef("mono/export/aot/use_interpreter", true);
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// --aot or --aot=opt1,opt2 (use 'mono --aot=help AuxAssembly.dll' to list AOT options)
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GlobalDef("mono/export/aot/extra_aot_options", Array.Empty<string>());
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// --optimize/-O=opt1,opt2 (use 'mono --list-opt'' to list optimize options)
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GlobalDef("mono/export/aot/extra_optimizer_options", Array.Empty<string>());
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GlobalDef("mono/export/aot/android_toolchain_path", "");
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}
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}
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private string _maybeLastExportError;
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private string _maybeLastExportError;
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@ -56,7 +44,7 @@ namespace GodotTools.Export
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// TODO What if the source file is not part of the game's C# project
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// TODO What if the source file is not part of the game's C# project
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bool includeScriptsContent = (bool)ProjectSettings.GetSetting("mono/export/include_scripts_content");
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bool includeScriptsContent = (bool)ProjectSettings.GetSetting("dotnet/export/include_scripts_content");
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if (!includeScriptsContent)
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if (!includeScriptsContent)
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{
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{
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