diff options
author | Rémi Verschelde <rverschelde@gmail.com> | 2023-02-08 09:32:41 +0100 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2023-02-08 09:32:41 +0100 |
commit | b53c4dda62373a4c88b894f3c298766853452689 (patch) | |
tree | 8c3b95a4312e647f77e90c17018f4c21ab8031a0 /modules/mono/editor/GodotTools | |
parent | a05670c617abc1df93ebac5afacf3e6c48008a99 (diff) | |
parent | bf47b62203ab53a43f4c28417dc4159b081bc5a4 (diff) |
Merge pull request #72849 from RedworkDE/net-export-settings
C#: Rename export settings `mono` -> `dotnet` and remove unused AOT settings
Diffstat (limited to 'modules/mono/editor/GodotTools')
-rw-r--r-- | modules/mono/editor/GodotTools/GodotTools/Export/ExportPlugin.cs | 16 |
1 files changed, 2 insertions, 14 deletions
diff --git a/modules/mono/editor/GodotTools/GodotTools/Export/ExportPlugin.cs b/modules/mono/editor/GodotTools/GodotTools/Export/ExportPlugin.cs index 70b48b0e3a..a284451a35 100644 --- a/modules/mono/editor/GodotTools/GodotTools/Export/ExportPlugin.cs +++ b/modules/mono/editor/GodotTools/GodotTools/Export/ExportPlugin.cs @@ -24,19 +24,7 @@ namespace GodotTools.Export public void RegisterExportSettings() { // TODO: These would be better as export preset options, but that doesn't seem to be supported yet - - GlobalDef("mono/export/include_scripts_content", false); - - GlobalDef("mono/export/aot/enabled", false); - GlobalDef("mono/export/aot/full_aot", false); - GlobalDef("mono/export/aot/use_interpreter", true); - - // --aot or --aot=opt1,opt2 (use 'mono --aot=help AuxAssembly.dll' to list AOT options) - GlobalDef("mono/export/aot/extra_aot_options", Array.Empty<string>()); - // --optimize/-O=opt1,opt2 (use 'mono --list-opt'' to list optimize options) - GlobalDef("mono/export/aot/extra_optimizer_options", Array.Empty<string>()); - - GlobalDef("mono/export/aot/android_toolchain_path", ""); + GlobalDef("dotnet/export/include_scripts_content", false); } private string _maybeLastExportError; @@ -56,7 +44,7 @@ namespace GodotTools.Export // TODO What if the source file is not part of the game's C# project - bool includeScriptsContent = (bool)ProjectSettings.GetSetting("mono/export/include_scripts_content"); + bool includeScriptsContent = (bool)ProjectSettings.GetSetting("dotnet/export/include_scripts_content"); if (!includeScriptsContent) { |