Set MSBuild Environment Variable
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@@ -3,6 +3,7 @@ using Microsoft.Extensions.Hosting;
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using SharpIDE.Application.Features.Build;
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using SharpIDE.Application.Features.Build;
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using SharpIDE.Godot.Features.IdeSettings;
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using SharpIDE.Godot.Features.IdeSettings;
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using SharpIDE.Godot.Features.SlnPicker;
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using SharpIDE.Godot.Features.SlnPicker;
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using Environment = System.Environment;
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namespace SharpIDE.Godot;
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namespace SharpIDE.Godot;
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@@ -24,6 +25,8 @@ public partial class IdeWindow : Control
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GD.Print("IdeWindow _Ready called");
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GD.Print("IdeWindow _Ready called");
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ResourceLoader.LoadThreadedRequest(SlnPickerScenePath);
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ResourceLoader.LoadThreadedRequest(SlnPickerScenePath);
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ResourceLoader.LoadThreadedRequest(IdeRootScenePath);
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ResourceLoader.LoadThreadedRequest(IdeRootScenePath);
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// Godot doesn't have an easy equivalent of launchsettings.json, and we also want this to be set for published builds
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Environment.SetEnvironmentVariable("MSBUILD_PARSE_SLN_WITH_SOLUTIONPERSISTENCE", "1");
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SharpIdeMsbuildLocator.Register();
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SharpIdeMsbuildLocator.Register();
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GodotOtelExtensions.AddServiceDefaults();
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GodotOtelExtensions.AddServiceDefaults();
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Singletons.AppState = AppStateLoader.LoadAppStateFromConfigFile();
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Singletons.AppState = AppStateLoader.LoadAppStateFromConfigFile();
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