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C#: Make editor create NuGet fallback folder for Godot packages

Main benefits:
- Projects can be built offline. Previously you needed internet
  access the first time building to download the packages.
- Changes to packages like Godot.NET.Sdk can be easily tested
  before publishing. This was already possible but required
  too many manual steps.
- First time builds are a bit faster, as the Sdk package doesn't
  need to be downloaded. In practice, the package is very small
  so it makes little difference.

Bumped Godot.NET.Sdk to 4.0.0-dev3 in order to enable the
recent changes regarding '.mono/' -> '.godot/mono/'.
This commit is contained in:
Ignacio Etcheverry
2020-10-23 09:25:16 +02:00
parent d5073c6b4c
commit 64b5ee7010
13 changed files with 472 additions and 6 deletions

View File

@@ -3,14 +3,13 @@ using System.IO;
using System.Text;
using Microsoft.Build.Construction;
using Microsoft.Build.Evaluation;
using GodotTools.Shared;
namespace GodotTools.ProjectEditor
{
public static class ProjectGenerator
{
public const string GodotSdkVersionToUse = "4.0.0-dev2";
public static string GodotSdkAttrValue => $"Godot.NET.Sdk/{GodotSdkVersionToUse}";
public static string GodotSdkAttrValue => $"Godot.NET.Sdk/{GeneratedGodotNupkgsVersions.GodotNETSdk}";
public static ProjectRootElement GenGameProject(string name)
{