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-rw-r--r--modules/mono/csharp_script.cpp2
-rw-r--r--modules/mono/editor/GodotTools/GodotTools/GodotSharpEditor.cs2
-rw-r--r--modules/mono/mono_gd/gd_mono.cpp2
3 files changed, 4 insertions, 2 deletions
diff --git a/modules/mono/csharp_script.cpp b/modules/mono/csharp_script.cpp
index 958d72adb1..ae25bd3544 100644
--- a/modules/mono/csharp_script.cpp
+++ b/modules/mono/csharp_script.cpp
@@ -2688,7 +2688,9 @@ bool CSharpScript::_get_member_export(IMonoClassMember *p_member, bool p_inspect
return true;
}
+#ifdef TOOLS_ENABLED
MonoObject *attr = p_member->get_attribute(CACHED_CLASS(ExportAttribute));
+#endif
PropertyHint hint = PROPERTY_HINT_NONE;
String hint_string;
diff --git a/modules/mono/editor/GodotTools/GodotTools/GodotSharpEditor.cs b/modules/mono/editor/GodotTools/GodotTools/GodotSharpEditor.cs
index eb7696685f..c874025be0 100644
--- a/modules/mono/editor/GodotTools/GodotTools/GodotSharpEditor.cs
+++ b/modules/mono/editor/GodotTools/GodotTools/GodotSharpEditor.cs
@@ -421,7 +421,7 @@ namespace GodotTools
aboutLabel.Text =
"C# support in Godot Engine is in late alpha stage and, while already usable, " +
"it is not meant for use in production.\n\n" +
- "Projects can be exported to Linux, macOS, Windows and Android, but not yet to iOS, HTML5 or UWP. " +
+ "Projects can be exported to Linux, macOS, Windows, Android, iOS and HTML5, but not yet to UWP. " +
"Bugs and usability issues will be addressed gradually over future releases, " +
"potentially including compatibility breaking changes as new features are implemented for a better overall C# experience.\n\n" +
"If you experience issues with this Mono build, please report them on Godot's issue tracker with details about your system, MSBuild version, IDE, etc.:\n\n" +
diff --git a/modules/mono/mono_gd/gd_mono.cpp b/modules/mono/mono_gd/gd_mono.cpp
index 5f518d0613..39c3bd8934 100644
--- a/modules/mono/mono_gd/gd_mono.cpp
+++ b/modules/mono/mono_gd/gd_mono.cpp
@@ -422,10 +422,10 @@ void GDMono::initialize_load_assemblies() {
#if defined(TOOLS_ENABLED)
bool tool_assemblies_loaded = _load_tools_assemblies();
CRASH_COND_MSG(!tool_assemblies_loaded, "Mono: Failed to load '" TOOLS_ASM_NAME "' assemblies.");
-#endif
if (Main::is_project_manager())
return;
+#endif
// Load the project's main assembly. This doesn't necessarily need to succeed.
// The game may not be using .NET at all, or if the project does use .NET and