Fix assertion fail when loading assembly on project export

This commit is contained in:
Ignacio Etcheverry 2018-11-08 16:47:15 +01:00
parent 02d5ff4cd0
commit 0f3fc93070
2 changed files with 2 additions and 6 deletions

View file

@ -265,11 +265,7 @@ def make_template_dir(env, mono_root):
template_dir_name = ''
if platform == 'windows':
template_dir_name = 'data.mono.%s.%s.%s' % (platform, env['bits'], target)
elif platform == 'osx':
template_dir_name = 'data.mono.%s.%s' % (platform, target)
elif platform == 'x11':
if platform in ['windows', 'osx', 'x11']:
template_dir_name = 'data.mono.%s.%s.%s' % (platform, env['bits'], target)
else:
assert False

View file

@ -117,7 +117,7 @@ void GodotSharpExport::_export_begin(const Set<String> &p_features, bool p_debug
GDMonoAssembly *scripts_assembly = NULL;
bool load_success = GDMono::get_singleton()->load_assembly_from(project_dll_name,
project_dll_src_dir, &scripts_assembly, /* refonly: */ true);
project_dll_src_path, &scripts_assembly, /* refonly: */ true);
ERR_EXPLAIN("Cannot load refonly assembly: " + project_dll_name);
ERR_FAIL_COND(!load_success);