diff options
author | Ignacio Etcheverry <ignalfonsore@gmail.com> | 2020-03-18 17:40:04 +0100 |
---|---|---|
committer | Ignacio Etcheverry <ignalfonsore@gmail.com> | 2020-03-31 09:37:16 +0200 |
commit | 77dd06134504ce68cc79b879c4a28d76a2c975f8 (patch) | |
tree | a4551344d3914ce93cfc25590f3c7261a27d4ab5 /modules/mono/editor/godotsharp_export.cpp | |
parent | fa08437694d09f0d5ee594cb4fbe1ff72b074742 (diff) | |
download | redot-engine-77dd06134504ce68cc79b879c4a28d76a2c975f8.tar.gz |
Mono/C#: Add iOS support
Right now, games only work on devices when exported with FullAOT+Interpreter.
There are some issues left that need to addressed for FullAOT alone. Right now,
it's giving issues with the Godot.NativeCalls static constructor.
Diffstat (limited to 'modules/mono/editor/godotsharp_export.cpp')
-rw-r--r-- | modules/mono/editor/godotsharp_export.cpp | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/modules/mono/editor/godotsharp_export.cpp b/modules/mono/editor/godotsharp_export.cpp index ce0b6ad0e6..19b3bea5cf 100644 --- a/modules/mono/editor/godotsharp_export.cpp +++ b/modules/mono/editor/godotsharp_export.cpp @@ -92,7 +92,8 @@ Error get_assembly_dependencies(GDMonoAssembly *p_assembly, const Vector<String> ERR_FAIL_COND_V_MSG(!ref_assembly, ERR_CANT_RESOLVE, "Cannot load assembly (refonly): '" + ref_name + "'."); - r_dependencies[ref_name] = ref_assembly->get_path(); + // Use the path we got from the search. Don't try to get the path from the loaded assembly as we can't trust it will be from the selected BCL dir. + r_dependencies[ref_name] = path; Error err = get_assembly_dependencies(ref_assembly, p_search_dirs, r_dependencies); ERR_FAIL_COND_V_MSG(err != OK, err, "Cannot load one of the dependencies for the assembly: '" + ref_name + "'."); |