In my project, I've created a few custom resources to handle my game data and recently I started making EditorPlugins to make editing these files easier. I put my new plugin code in the subdirectory /addons of my project. Unfortunately, this is causing problems when I try to export my project because the exporter cannot find the EditorPlugin class.
Build FAILED.
"D:\dev\starling2\game\2021\cozy\Cozy.sln" (Build target) (1:2) ->
"D:\dev\starling2\game\2021\cozy\Cozy.csproj" (default target) (2:6) ->
(CoreCompile target) ->
D:\dev\starling2\game\2021\cozy\addons\dialogEditor\DialogEditorPlugin.cs(5,35): error CS0246: The type or namespace name 'EditorPlugin' could not be found (are you missing a using directive or an assembly reference?) [D:\dev\starling2\game\2021\cozy\Cozy.csproj]
D:\dev\starling2\game\2021\cozy\addons\dialogEditor\DialogEditorPlugin.cs(10,26): error CS0115: 'DialogEditorPlugin._EnterTree()': no suitable method found to override [D:\dev\starling2\game\2021\cozy\Cozy.csproj]
D:\dev\starling2\game\2021\cozy\addons\dialogEditor\DialogEditorPlugin.cs(27,26): error CS0115: 'DialogEditorPlugin._ExitTree()': no suitable method found to override [D:\dev\starling2\game\2021\cozy\Cozy.csproj]
While it makes sense that support for EditorPlugin would not be included in the exported game, it is preventing me from exporting. Is there any way to tell Godot not to include anything in my /addons directory when I do an export?