C#: Make editor create NuGet fallback folder for Godot packages
Main benefits: - Projects can be built offline. Previously you needed internet access the first time building to download the packages. - Changes to packages like Godot.NET.Sdk can be easily tested before publishing. This was already possible but required too many manual steps. - First time builds are a bit faster, as the Sdk package doesn't need to be downloaded. In practice, the package is very small so it makes little difference. Bumped Godot.NET.Sdk to 4.0.0-dev3 in order to enable the recent changes regarding '.mono/' -> '.godot/mono/'.
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@@ -10,6 +10,7 @@
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\GodotTools.Core\GodotTools.Core.csproj" />
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<ProjectReference Include="..\GodotTools.Shared\GodotTools.Shared.csproj" />
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</ItemGroup>
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<!--
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The Microsoft.Build.Runtime package is too problematic so we create a MSBuild.exe stub. The workaround described
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