Merge pull request #79351 from Repiteo/dotnet-handle-warnings
C#: Fix MSVC dotnet builds failing if running `dev_mode`
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@ -1925,17 +1925,16 @@ Error EditorExportPlatformIOS::_export_project_helper(const Ref<EditorExportPres
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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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@ -1962,6 +1961,7 @@ 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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