Joel Petersen
Joel Petersen
This issue get resolved? Thanks
The link above for the typescript file (http://jppresents.net/static/files/ShaderParticles.d.ts) doesnt work any more, any chance you've got it around any more and can submit a pull request? Thanks.
While this branch did get me passed the xar extract, which is great, I still wasnt able to compile osx, getting the following errors: [osx.log](https://github.com/user-attachments/files/16966665/osx.log) -- Performing Test HAVE_CXX_FLAG_WD654 --...
I didnt spot it originally but there turns out to already be a commandline option to install the android build templates: --install-android-build-template https://github.com/godotengine/godot/blob/27552a2f26adcdba579cd804197de3942e8cb0ec/main/main.cpp#L3511 Added in: https://github.com/godotengine/godot/commit/988c1bf2980d1243f7502213fabd21de74b27432
Yeah, it makes sense that DOTNET_HOST_PATH is not currently set in the path, especially since reading the source code more in dotnet, there are several places in their toolchain where...
Another alternative, is that I could create another environment variable called GODOT_DOTNET_EXECUTABLE and access it in both and in that way ensure they are consistent? https://github.com/godotengine/godot/blob/master/modules/mono/editor/hostfxr_resolver.cpp#L335 and https://github.com/godotengine/godot/blob/master/modules/mono/editor/GodotTools/GodotTools/Build/DotNetFinder.cs#L14
First let me say, thanks for the reply. > > As for "app bundles aren't able to read environment variables". I've locally changed FindDotNetExe to print the environment variables and...
I'll write the settings version as well for completeness since given the environment variable issue with mac and sandboxed editors, it would be good for them to have a consistent...
Sorry for the delay. I opened a PR to fix this https://github.com/godotengine/godot/pull/98073. let me know if you have feedback. Thanks