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author | Ignacio Etcheverry <ignalfonsore@gmail.com> | 2020-03-18 17:40:04 +0100 |
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committer | Ignacio Etcheverry <ignalfonsore@gmail.com> | 2020-03-31 09:37:16 +0200 |
commit | 77dd06134504ce68cc79b879c4a28d76a2c975f8 (patch) | |
tree | a4551344d3914ce93cfc25590f3c7261a27d4ab5 /modules/mono/mono_gd/gd_mono_log.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/mono_gd/gd_mono_log.cpp')
-rw-r--r-- | modules/mono/mono_gd/gd_mono_log.cpp | 2 |
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) { |