summaryrefslogtreecommitdiffstats
path: root/modules/mono/mono_gd/gd_mono_log.cpp
diff options
context:
space:
mode:
authorIgnacio Etcheverry <ignalfonsore@gmail.com>2020-03-18 17:40:04 +0100
committerIgnacio Etcheverry <ignalfonsore@gmail.com>2020-03-31 09:37:16 +0200
commit77dd06134504ce68cc79b879c4a28d76a2c975f8 (patch)
treea4551344d3914ce93cfc25590f3c7261a27d4ab5 /modules/mono/mono_gd/gd_mono_log.cpp
parentfa08437694d09f0d5ee594cb4fbe1ff72b074742 (diff)
downloadredot-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/mono_gd/gd_mono_log.cpp')
-rw-r--r--modules/mono/mono_gd/gd_mono_log.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/modules/mono/mono_gd/gd_mono_log.cpp b/modules/mono/mono_gd/gd_mono_log.cpp
index 76828a66e0..4189934570 100644
--- a/modules/mono/mono_gd/gd_mono_log.cpp
+++ b/modules/mono/mono_gd/gd_mono_log.cpp
@@ -48,7 +48,7 @@ static CharString get_default_log_level() {
GDMonoLog *GDMonoLog::singleton = NULL;
-#if !defined(JAVASCRIPT_ENABLED)
+#ifdef GD_MONO_LOG_ENABLED
static int get_log_level_id(const char *p_log_level) {