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Fix NuGet fallback folder packages #65507
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But AFAIK this worked for you with the local NuGet source that's needed during development, right? I think we should probably create a local source instead of a fallback folder. |
Yeah, it works with a local source but not when it's a fallback folder. No idea why. This issue is the reason I'm keeping this as a draft.
I don't really know what that implies, other than the difference in precedence. As described in the |
I meant that if it doesn't work with a fallback folder, but it does with a local source, then this class should be creating a local source instead and adding that to the config file. |
The |
- Creates a `Godot.Offline.Config` file to configurate NuGet with Godot's fallback folder. This is easier because now we can assume we can override the entire file since user config will likely be in the default `NuGet.Config` file or an additional `*.config` file. - Ensure the NuGet fallback folder is created at the same time it is added to the NuGet configuration so future builds don't fail. - Add `GodotSharp` and `GodotSharpEditor` packages to the fallback folder. - Add `.nupkg.metadata` file to packages in fallback folder. - Refer to `Godot.SourceGenerators` using the specific non-floating version since floating versions don't seem to work with fallbackPackageFolders.
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Thanks! |
Godot.Offline.Config
file to configurate NuGet with Godot's fallback folder. This is easier because now we can assume we can override the entire file since user config will likely be in the defaultNuGet.Config
file or an additional*.config
file.GodotSharp
andGodotSharpEditor
packages to the fallback folder..nupkg.metadata
file to packages in fallback folder.nuget add -Expand
creates.Godot.SourceGenerators
package using the fallback folder and it seems to be related to using a floating version because using the exact package version works:godot/modules/mono/editor/Godot.NET.Sdk/Godot.NET.Sdk/Sdk/Sdk.targets
Line 20 in 5803a1d
Here's the full error I get: