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-rw-r--r--modules/mono/editor/GodotTools/GodotTools/Export/ExportPlugin.cs16
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)
{