Allow MSVC dev_mode builds to succeed with dotnet
• Added #else section to mono #ifdef checks in relevant export_plugin scripts
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@@ -135,7 +135,7 @@ bool EditorExportPlatformUWP::has_valid_export_configuration(const Ref<EditorExp
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// contributors can still test the pipeline if/when we can build it again.
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r_error = "The UWP platform is currently not supported in Godot 4.\n";
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return false;
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#endif
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#else
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String err;
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bool valid = false;
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@@ -175,6 +175,7 @@ bool EditorExportPlatformUWP::has_valid_export_configuration(const Ref<EditorExp
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}
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return valid;
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#endif // DEV_ENABLED
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}
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bool EditorExportPlatformUWP::has_valid_project_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error) const {
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@@ -184,7 +185,7 @@ bool EditorExportPlatformUWP::has_valid_project_configuration(const Ref<EditorEx
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// contributors can still test the pipeline if/when we can build it again.
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r_error = "The UWP platform is currently not supported in Godot 4.\n";
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return false;
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#endif
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#else
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String err;
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bool valid = true;
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@@ -258,6 +259,7 @@ bool EditorExportPlatformUWP::has_valid_project_configuration(const Ref<EditorEx
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r_error = err;
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return valid;
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#endif // DEV_ENABLED
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}
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Error EditorExportPlatformUWP::export_project(const Ref<EditorExportPreset> &p_preset, bool p_debug, const String &p_path, int p_flags) {
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