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Godot.NET.Sdk/3.2.4 - Fix targeting .NETFramework with .NET 5 #44135
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Allow game projects to use a Godot.NET.Sdk with a newer patch version. The major and minor version are still required to be the same. For example: Allow a Godot 3.2.4 C# project to use a hypothetical 3.2.5 version of Godot.NET.Sdk.
Our target was overriding the official one, while not doing its job assuming it was already taken care of...
The property has no effect as the older VS project system doesn't work with Sdk style projects. The presence of the property was preventing Visual Studio for Mac from opening the project if the Godot extension is not installed.
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Thanks! |
@@ -2,8 +2,6 @@ | |||
<PropertyGroup> | |||
<!-- Determines if we should import Microsoft.NET.Sdk, if it wasn't already imported. --> | |||
<GodotSdkImportsMicrosoftNetSdk Condition=" '$(UsingMicrosoftNETSdk)' != 'true' ">true</GodotSdkImportsMicrosoftNetSdk> | |||
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<GodotProjectTypeGuid>{8F3E2DF0-C35C-4265-82FC-BEA011F4A7ED}</GodotProjectTypeGuid> |
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Hey! Why have you removed GodotProjectTypeGuid?
Rider UnitTesting feature uses it for special casing Godot project.
https://github.com/JetBrains/godot-support/blob/f6d1349dfad81fc127a53e7c0671d95c6752770c/resharper/src/UnitTesting/GodotRunHostProvider.cs#L50
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I was able to fix it by adding ProjectTypeGuids manually.
van800/godot-demo-projects@03594a8
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We used ProjectTypeGuids
for the Visual Studio project system, but it no longer has any effect after we switched to Sdk style csproj. The property prevents Visual Studio for Mac from opening the project unless the Godot extension is installed, which I consider a problem, so it was removed. Could Rider do something different for special casing Godot projects? If not I'm willing to add it back (and maybe it works BuildingByReSharper
condition?).
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I'll see, what I can do, thank you for clarification.
A handful of people in the Godot C# Discord channel have seen this PR's title (paraphrased in https://godotengine.org/article/godot-3-3-has-arrived) and see it as declaring that Godot now supports Can you confirm what this PR ended up doing? The problem is that (That said, making Godot work with the .NET 5 SDK without workarounds is great, and much appreciated! And I'm really looking forward to godotengine/godot-proposals#2333 giving us a path forward to nice .NET 6 support. Thanks. 🙂) |
Fixes #43717
Also allow game projects to use a Godot.NET.Sdk with a newer patch version, e.g.: a Godot 3.2.4 project can benefit from fixes in a hypothetical 3.2.5 version of Godot.NET.Sdk (newer patch version needs to be set manually though).