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C#: Add TOOLS define and remove custom features
- The `TOOLS` define wasn't documented anywhere. - Add `GODOT_REAL_T_IS_DOUBLE` define to the list. - Custom features as defines were removed and are no longer added.
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@@ -125,7 +125,7 @@ Or you can detect which engine your code is in, useful for making cross-engine l
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#elif UNITY_5_3_OR_NEWER
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print("This is Unity.");
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#else
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throw new InvalidWorkflowException("Only Godot and Unity are supported.");
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throw new NotSupportedException("Only Godot and Unity are supported.");
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#endif
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}
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@@ -134,6 +134,10 @@ Full list of defines
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* ``GODOT`` is always defined for Godot projects.
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* ``TOOLS`` is defined when building with the Debug configuration (editor and editor player).
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* ``GODOT_REAL_T_IS_DOUBLE`` is defined when the ``GodotFloat64`` property is set to ``true``.
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* One of ``GODOT_64`` or ``GODOT_32`` is defined depending on if the architecture is 64-bit or 32-bit.
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* One of ``GODOT_LINUXBSD``, ``GODOT_WINDOWS``, ``GODOT_OSX``,
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@@ -141,7 +145,7 @@ Full list of defines
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depending on the OS. These names may change in the future.
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These are created from the ``get_name()`` method of the
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:ref:`OS <class_OS>` singleton, but not every possible OS
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the method returns is an OS that Godot with Mono runs on.
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the method returns is an OS that Godot with .NET runs on.
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When **exporting**, the following may also be defined depending on the export features:
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@@ -153,7 +157,5 @@ When **exporting**, the following may also be defined depending on the export fe
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* Any of ``GODOT_S3TC``, ``GODOT_ETC``, and ``GODOT_ETC2`` depending on the texture compression type.
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* Any custom features added in the export menu will be capitalized and prefixed: ``foo`` -> ``GODOT_FOO``.
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To see an example project, see the OS testing demo:
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https://github.com/godotengine/godot-demo-projects/tree/master/misc/os_test
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