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Mono/C#: Add iOS support
Right now, games only work on devices when exported with FullAOT+Interpreter. There are some issues left that need to addressed for FullAOT alone. Right now, it's giving issues with the Godot.NativeCalls static constructor.
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@@ -92,7 +92,8 @@ Error get_assembly_dependencies(GDMonoAssembly *p_assembly, const Vector<String>
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ERR_FAIL_COND_V_MSG(!ref_assembly, ERR_CANT_RESOLVE, "Cannot load assembly (refonly): '" + ref_name + "'.");
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r_dependencies[ref_name] = ref_assembly->get_path();
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// Use the path we got from the search. Don't try to get the path from the loaded assembly as we can't trust it will be from the selected BCL dir.
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r_dependencies[ref_name] = path;
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Error err = get_assembly_dependencies(ref_assembly, p_search_dirs, r_dependencies);
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ERR_FAIL_COND_V_MSG(err != OK, err, "Cannot load one of the dependencies for the assembly: '" + ref_name + "'.");
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