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authorShyRed <ShyRed@users.noreply.github.com>2019-05-09 19:54:56 +0200
committerShyRed <ShyRed@users.noreply.github.com>2019-05-26 08:07:55 +0200
commit60e711a1155141d840f0223e1994b7a444cfdd5a (patch)
treeaec3de51966d3c3d67009bfbfc00db62eaae7da3 /modules/mono/editor/GodotSharpTools/Build
parent0d8f1ba6a9182d1f1af39097e2165fc9807377f5 (diff)
Add Godot constants to Mono project builds
This adds constants to projects build via Godot Mono which allows project to conditionally react to different operating systems and 32/64 Bit architecture. Additionally .NET libraries could support multiple engines like Unity and Godot at the same time when compiled from Godot and reacting to definitions.
Diffstat (limited to 'modules/mono/editor/GodotSharpTools/Build')
-rw-r--r--modules/mono/editor/GodotSharpTools/Build/BuildSystem.cs4
1 files changed, 2 insertions, 2 deletions
diff --git a/modules/mono/editor/GodotSharpTools/Build/BuildSystem.cs b/modules/mono/editor/GodotSharpTools/Build/BuildSystem.cs
index 967e3bcc19..e5044feb75 100644
--- a/modules/mono/editor/GodotSharpTools/Build/BuildSystem.cs
+++ b/modules/mono/editor/GodotSharpTools/Build/BuildSystem.cs
@@ -186,7 +186,7 @@ namespace GodotSharpTools.Build
private string BuildArguments(string loggerAssemblyPath, string loggerOutputDir, List<string> customProperties)
{
- string arguments = string.Format(@"""{0}"" /v:normal /t:Build ""/p:{1}"" ""/l:{2},{3};{4}""",
+ string arguments = string.Format(@"""{0}"" /v:normal /t:Rebuild ""/p:{1}"" ""/l:{2},{3};{4}""",
solution,
"Configuration=" + config,
typeof(GodotBuildLogger).FullName,
@@ -196,7 +196,7 @@ namespace GodotSharpTools.Build
foreach (string customProperty in customProperties)
{
- arguments += " \"/p:" + customProperty + "\"";
+ arguments += " /p:" + customProperty;
}
return arguments;