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Fix export builds (#486)
* Fix linux debug builds Amusingly enough godot doesn't actually build the C# project when exporting the build - we have to do that ourselves. This required making all the `.csproj` files have the same .net target version and then just adding the `dotnet build` command. This will also probably fix the other platforms, but I can only easily test linux. This also explains why I didn't encounter the issue when running locally - my command when running locally is `dotnet build && godot --rendering-driver opengl3 # run game`, so I'm always rebuilding. * Add the build command to the other platforms
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.github/workflows/export-c7.yml

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run: |
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mkdir -v -p build/${FOLDER_NAME}
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cd ${EXPORT_NAME}
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dotnet build
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godot -v --headless --export${BUILD_SUFFIX} "Windows Desktop" ../build/${FOLDER_NAME}/${EXPORT_NAME}.exe
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- name: Copy Static Files
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run: |
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run: |
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mkdir -v -p build/${FOLDER_NAME}
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cd ${EXPORT_NAME}
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dotnet build
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godot -v --headless --export${BUILD_SUFFIX} "Linux/X11" ../build/${FOLDER_NAME}/${EXPORT_NAME}.x86_64
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- name: Copy Static Files
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run: |
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run: |
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mkdir -v -p build/${FOLDER_NAME}
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cd ${EXPORT_NAME}
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dotnet build
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godot -v --headless --export${BUILD_SUFFIX} "macOS" ../build/${FOLDER_NAME}.zip
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- name: Copy Static Files
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run: |

_Console/BuildDevSave/BuildDevSave.csproj

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<PropertyGroup>
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<OutputType>Exe</OutputType>
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<TargetFramework>net8.0</TargetFramework>
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<TargetFramework>net7.0</TargetFramework>
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</PropertyGroup>
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</Project>

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