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Fix C# epsilon compiler error on double precision build #88994
Fix C# epsilon compiler error on double precision build #88994
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Nice catch. Thanks for the fix!
- I missed this in the review of [.NET] Better
.editorconfig
setup inmodules/mono/
#88570.
No problem! :) do we have any CI / pipelines / automation for checking C# 64 bit compilations? If not, I'd be happy to add it :) |
Above question is being discussed over here: #88993 (comment) |
I knew I would've broken something 🥲 |
Could you amend the commit message to be more explicit? E.g. the edit I did to this PR's title should be a good option:
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Yep. Just woke up. Gonna get myself some coffee then will amend it :) |
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Renamed the commit message per @akien-mga 's suggestion. Let me know if you need anything else :) |
Thanks! And congrats for your first merged Godot contribution 🎉 |
Thanks you as well! |
Currently 64 bit C# builds of Godot are failing due to a compiler error. This fixes #88993
It appears the 64 bit / long version of Epsilon was missed in a recent refactor.