I'm trying to use preprocessor defines in my C# program to comment out some code that should only be present when I run it in a debug build. According to the docs, I should be able to define a custom tag in the export Features tab to make an additional flag available to the compiler:
https://docs.godotengine.org/en/latest/tutorials/scripting/c_sharp/c_sharp_features.html#preprocessor-defines
I added a tag called 'export' to Features and then used the following code:
#if GODOT_EXPORT
richTextLabel.BbcodeText = "release";
#else
richTextLabel.BbcodeText = "debug";
#endif
Unfortunately, my exported projects treat GODOT_EXPORT as if its undefined. I've also tried using GODOT_RELEASE and GODOT_DEBUG in case they were defined but it seems they are not.
How can I tell Godot to define a preprocessor flag when I'm compiling for release?