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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.
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@@ -186,7 +186,7 @@ namespace GodotSharpTools.Build
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private string BuildArguments(string loggerAssemblyPath, string loggerOutputDir, List<string> customProperties)
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{
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string arguments = string.Format(@"""{0}"" /v:normal /t:Build ""/p:{1}"" ""/l:{2},{3};{4}""",
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string arguments = string.Format(@"""{0}"" /v:normal /t:Rebuild ""/p:{1}"" ""/l:{2},{3};{4}""",
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solution,
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"Configuration=" + config,
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typeof(GodotBuildLogger).FullName,
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@@ -196,7 +196,7 @@ namespace GodotSharpTools.Build
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foreach (string customProperty in customProperties)
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{
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arguments += " \"/p:" + customProperty + "\"";
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arguments += " /p:" + customProperty;
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}
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return arguments;
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