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C#: Make include scripts contents an export option #72896
C#: Make include scripts contents an export option #72896
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Oh, does this implement a way for export plugins to register custom export settings that appear in the export dialog? |
That's really great. This is something I always wanted to implement. Currently, there are few C# export settings but in the future there will be more. |
modules/mono/editor/GodotTools/GodotTools/Export/ExportPlugin.cs
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Re: breaking change: On github I can find 10 repos that have enabled this project setting: https://github.com/search?q=export%2Finclude_scripts_content%3Dtrue+path%3Aproject.godot&type=code |
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#72895 was merged, so this needs its rebase. You should also squash commits, the one removing the setting doesn't look like it needs to be standalone. Regarding removing the setting, this is okay, generally speaking. But I'll leave it to @godotengine/dotnet to decide :) |
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Since nobody was really objecting to removing the (recently renamed) project setting, I removed it, instead of having this be that odd one out setting that can be toggled from two places. |
I'm fine with removing the setting, since this is a very niche option anyway. |
Thanks! |
Would this change mean that C# scripts from different pcks can coexist and cooperate? Like if you had DLCs or the like? |
In its current state no, but it can be the basis for a future system like that. |
I see. Thank you! |
Includes and requires #72895
Resolves a TODO comment about this, but really this things is just a detour from me looking into embedding the C# outputs into the pck (which really should be such an option).
For backwards compatibility, the sources are preserved if either the project settings or the export option is set. But if this somehow makes it before 4.0 or the minor breakage is acceptable (I don't really think that there is anyone actually depending on having the C# sources available at runtime), the last commit completely removes the project setting. I will either squash or remove it depending on reviews.