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Default to MSBuild from VS Build Tools instead of Mono's
Don't pass FrameworkPathOverride to MSBuild. It's causing issues with some nuget packages.
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@@ -18,8 +18,6 @@ namespace GodotSharpTools.Build
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[MethodImpl(MethodImplOptions.InternalCall)]
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private extern static string godot_icall_BuildInstance_get_MSBuildPath();
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[MethodImpl(MethodImplOptions.InternalCall)]
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private extern static string godot_icall_BuildInstance_get_FrameworkPath();
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[MethodImpl(MethodImplOptions.InternalCall)]
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private extern static string godot_icall_BuildInstance_get_MonoWindowsBinDir();
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[MethodImpl(MethodImplOptions.InternalCall)]
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private extern static bool godot_icall_BuildInstance_get_UsingMonoMSBuildOnWindows();
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@@ -34,11 +32,6 @@ namespace GodotSharpTools.Build
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return msbuildPath;
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}
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private static string GetFrameworkPath()
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{
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return godot_icall_BuildInstance_get_FrameworkPath();
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}
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private static string MonoWindowsBinDir
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{
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get
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@@ -85,11 +78,6 @@ namespace GodotSharpTools.Build
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if (customProperties != null)
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customPropertiesList.AddRange(customProperties);
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string frameworkPath = GetFrameworkPath();
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if (!string.IsNullOrEmpty(frameworkPath))
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customPropertiesList.Add("FrameworkPathOverride=" + frameworkPath);
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string compilerArgs = BuildArguments(loggerAssemblyPath, loggerOutputDir, customPropertiesList);
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ProcessStartInfo startInfo = new ProcessStartInfo(GetMSBuildPath(), compilerArgs);
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@@ -145,11 +133,6 @@ namespace GodotSharpTools.Build
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if (customProperties != null)
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customPropertiesList.AddRange(customProperties);
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string frameworkPath = GetFrameworkPath();
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if (!string.IsNullOrEmpty(frameworkPath))
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customPropertiesList.Add("FrameworkPathOverride=" + frameworkPath);
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string compilerArgs = BuildArguments(loggerAssemblyPath, loggerOutputDir, customPropertiesList);
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ProcessStartInfo startInfo = new ProcessStartInfo(GetMSBuildPath(), compilerArgs);
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