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Mono assemblies folder structure changed. #3
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I am closing this issue, with godot's NET plans and no answer for a minute, I think it's best if I just wait this one out. |
I must've missed this in the past, but someone recently brought it to my attention on Reddit. I'm going to try and look into it. Thanks for reporting it! Seems like this is the incriminating line. |
Any updates? I've just found out that it's even possible to use F# with Godot - I'm really curious at what my C# code would look like in F# |
@MozarellaMan This tool just made things easier, you can still use F# by (from my findings):
For some extra details check the parts here: http://www.lkokemohr.de/fsharp_godot.html . |
I'm really bad at the .NET ecosystem, but I might have found some ways to lighten the load of So for "the dotnet tool from Microsoft does not support adding items to projects ("Really? Seriously? Professional stuff here guys")." Ionide uses Forge to add an item to add to a project, could we leverage this in a way, or is this overengineering? :P |
@zetashift I forgot about this issue (so many things to keep track of these days) <_<, but as far as Forge goes, I think that'd definitely be overengineering. Would rather implement a local solution that just deals with the XML update than take on a third-party super-generic tool as a dependency. Since there are plenty of F# users who don't use it. |
Totally understand the so many things to keep track of thing! |
So I'm not well known in the dotnet world especially with Core and NET project files. But since 3.2 I think the assemblies(the dlls) are placed in
/.mono/assemblies/$(ApiConfiguration)/
where$(ApiConfiguration)
is either a Release folder or a Debug folder. So once has to manually change the fsproj to reflect that.I'm not sure how to fix this since I'm not familiar with the whole *proj file format. Any tips?
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