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Merge pull request #79351 from Repiteo/dotnet-handle-warnings
C#: Fix MSVC dotnet builds failing if running `dev_mode`
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commit
63411859db
@ -2225,18 +2225,17 @@ String EditorExportPlatformAndroid::get_apksigner_path(int p_target_sdk, bool p_
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}
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bool EditorExportPlatformAndroid::has_valid_export_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error, bool &r_missing_templates, bool p_debug) const {
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#ifdef MODULE_MONO_ENABLED
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// Don't check for additional errors, as this particular error cannot be resolved.
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r_error += TTR("Exporting to Android is currently not supported in Godot 4 when using C#/.NET. Use Godot 3 to target Android with C#/Mono instead.") + "\n";
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r_error += TTR("If this project does not use C#, use a non-C# editor build to export the project.") + "\n";
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return false;
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#else
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String err;
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bool valid = false;
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const bool gradle_build_enabled = p_preset->get("gradle_build/use_gradle_build");
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#ifdef MODULE_MONO_ENABLED
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err += TTR("Exporting to Android is currently not supported in Godot 4 when using C#/.NET. Use Godot 3 to target Android with C#/Mono instead.") + "\n";
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err += TTR("If this project does not use C#, use a non-C# editor build to export the project.") + "\n";
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// Don't check for additional errors, as this particular error cannot be resolved.
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r_error = err;
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return false;
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#endif
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// Look for export templates (first official, and if defined custom templates).
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if (!gradle_build_enabled) {
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@ -2366,6 +2365,7 @@ bool EditorExportPlatformAndroid::has_valid_export_configuration(const Ref<Edito
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}
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return valid;
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#endif // !MODULE_MONO_ENABLED
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}
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bool EditorExportPlatformAndroid::has_valid_project_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error) const {
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@ -1925,17 +1925,16 @@ Error EditorExportPlatformIOS::_export_project_helper(const Ref<EditorExportPres
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}
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bool EditorExportPlatformIOS::has_valid_export_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error, bool &r_missing_templates, bool p_debug) const {
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#ifdef MODULE_MONO_ENABLED
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// Don't check for additional errors, as this particular error cannot be resolved.
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r_error += TTR("Exporting to iOS is currently not supported in Godot 4 when using C#/.NET. Use Godot 3 to target iOS with C#/Mono instead.") + "\n";
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r_error += TTR("If this project does not use C#, use a non-C# editor build to export the project.") + "\n";
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return false;
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#else
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String err;
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bool valid = false;
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#ifdef MODULE_MONO_ENABLED
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err += TTR("Exporting to iOS is currently not supported in Godot 4 when using C#/.NET. Use Godot 3 to target iOS with C#/Mono instead.") + "\n";
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err += TTR("If this project does not use C#, use a non-C# editor build to export the project.") + "\n";
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// Don't check for additional errors, as this particular error cannot be resolved.
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r_error = err;
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return false;
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#endif
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// Look for export templates (first official, and if defined custom templates).
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bool dvalid = exists_export_template("ios.zip", &err);
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@ -1962,6 +1961,7 @@ bool EditorExportPlatformIOS::has_valid_export_configuration(const Ref<EditorExp
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}
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return valid;
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#endif // !MODULE_MONO_ENABLED
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}
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bool EditorExportPlatformIOS::has_valid_project_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error) const {
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@ -136,7 +136,7 @@ bool EditorExportPlatformUWP::has_valid_export_configuration(const Ref<EditorExp
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// contributors can still test the pipeline if/when we can build it again.
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r_error = "The UWP platform is currently not supported in Godot 4.\n";
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return false;
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#endif
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#else
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String err;
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bool valid = false;
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@ -176,6 +176,7 @@ bool EditorExportPlatformUWP::has_valid_export_configuration(const Ref<EditorExp
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}
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return valid;
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#endif // DEV_ENABLED
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}
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bool EditorExportPlatformUWP::has_valid_project_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error) const {
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@ -185,7 +186,7 @@ bool EditorExportPlatformUWP::has_valid_project_configuration(const Ref<EditorEx
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// contributors can still test the pipeline if/when we can build it again.
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r_error = "The UWP platform is currently not supported in Godot 4.\n";
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return false;
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#endif
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#else
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String err;
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bool valid = true;
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@ -259,6 +260,7 @@ bool EditorExportPlatformUWP::has_valid_project_configuration(const Ref<EditorEx
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r_error = err;
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return valid;
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#endif // DEV_ENABLED
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}
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Error EditorExportPlatformUWP::export_project(const Ref<EditorExportPreset> &p_preset, bool p_debug, const String &p_path, int p_flags) {
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@ -360,18 +360,17 @@ Ref<Texture2D> EditorExportPlatformWeb::get_logo() const {
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}
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bool EditorExportPlatformWeb::has_valid_export_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error, bool &r_missing_templates, bool p_debug) const {
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#ifdef MODULE_MONO_ENABLED
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// Don't check for additional errors, as this particular error cannot be resolved.
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r_error += TTR("Exporting to Web is currently not supported in Godot 4 when using C#/.NET. Use Godot 3 to target Web with C#/Mono instead.") + "\n";
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r_error += TTR("If this project does not use C#, use a non-C# editor build to export the project.") + "\n";
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return false;
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#else
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String err;
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bool valid = false;
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bool extensions = (bool)p_preset->get("variant/extensions_support");
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#ifdef MODULE_MONO_ENABLED
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err += TTR("Exporting to Web is currently not supported in Godot 4 when using C#/.NET. Use Godot 3 to target Web with C#/Mono instead.") + "\n";
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err += TTR("If this project does not use C#, use a non-C# editor build to export the project.") + "\n";
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// Don't check for additional errors, as this particular error cannot be resolved.
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r_error = err;
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return false;
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#endif
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// Look for export templates (first official, and if defined custom templates).
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bool dvalid = exists_export_template(_get_template_name(extensions, true), &err);
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bool rvalid = exists_export_template(_get_template_name(extensions, false), &err);
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@ -397,6 +396,7 @@ bool EditorExportPlatformWeb::has_valid_export_configuration(const Ref<EditorExp
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}
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return valid;
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#endif // !MODULE_MONO_ENABLED
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}
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bool EditorExportPlatformWeb::has_valid_project_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error) const {
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