C#: Make editor create NuGet fallback folder for Godot packages
Main benefits: - Projects can be built offline. Previously you needed internet access the first time building to download the packages. - Changes to packages like Godot.NET.Sdk can be easily tested before publishing. This was already possible but required too many manual steps. - First time builds are a bit faster, as the Sdk package doesn't need to be downloaded. In practice, the package is very small so it makes little difference. Bumped Godot.NET.Sdk to 4.0.0-dev3 in order to enable the recent changes regarding '.mono/' -> '.godot/mono/'.
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@ -3,14 +3,13 @@ using System.IO;
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using System.Text;
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using Microsoft.Build.Construction;
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using Microsoft.Build.Evaluation;
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using GodotTools.Shared;
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namespace GodotTools.ProjectEditor
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{
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public static class ProjectGenerator
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{
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public const string GodotSdkVersionToUse = "4.0.0-dev2";
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public static string GodotSdkAttrValue => $"Godot.NET.Sdk/{GodotSdkVersionToUse}";
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public static string GodotSdkAttrValue => $"Godot.NET.Sdk/{GeneratedGodotNupkgsVersions.GodotNETSdk}";
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public static ProjectRootElement GenGameProject(string name)
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{
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