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Allow MSVC dev_mode builds to succeed with dotnet
• Added #else section to mono #ifdef checks in relevant export_plugin scripts
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@@ -1900,17 +1900,16 @@ Error EditorExportPlatformIOS::export_project(const Ref<EditorExportPreset> &p_p
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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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@@ -1937,6 +1936,7 @@ 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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