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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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@@ -94,7 +94,12 @@ void GodotSharpExport::_export_begin(const Set<String> &p_features, bool p_debug
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ERR_FAIL_COND(!_add_file(scripts_metadata_path, scripts_metadata_path));
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ERR_FAIL_COND(!GodotSharpBuilds::build_project_blocking(build_config));
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// Turn export features into defines
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Vector<String> godot_defines;
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for (Set<String>::Element *E = p_features.front(); E; E = E->next()) {
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godot_defines.push_back(E->get());
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}
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ERR_FAIL_COND(!GodotSharpBuilds::build_project_blocking(build_config, godot_defines));
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// Add dependency assemblies
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