@TC93DEV Forgive me, I am very bad at English and the translator does not work very well with such texts. So I tried to do as much as I understood you. To begin with, I build a solution through the console, this can be seen on the first several lines. Next, I launched godot through the console, after that, the errors below immediately appeared (up to the last line), after that I tried to export the project, and when starting from the console .net window does not open.
Then I switched logging to the most detailed and got the following result in MSBuild:
Running: "C:\Program Files\dotnet\dotnet.EXE" publish D:/Godot/Proxima-B2/Proxima-B.csproj -c ExportDebug -r win-x64 --self-contained true -v diagnostic -noconlog -l:GodotTools.BuildLogger.GodotBuildLogger,D:/programs/Godot_v4.1.1-stable_mono_win64/GodotSharp/Tools\GodotTools.BuildLogger.dll;C:/Users/Семён/AppData/Roaming/Godot/mono/build_logs\aef7e74f485dde31486cceb63376289c_ExportDebug -p:GodotTargetPlatform=windows -o C:\Users\Семён\AppData\Local\Temp\godot-publish-dotnet\12264-ExportDebug-win-x64
MSBuild version 17.6.1+8ffc3fe3d for .NET
C:\Program Files\dotnet\sdk\7.0.302\MSBuild.dll -noconlog --property:_IsPublishing=true --property:GodotTargetPlatform=windows -property:PublishDir=C:\Users\Семён\AppData\Local\Temp\godot-publish-dotnet\12264-ExportDebug-win-x64 -property:_CommandLineDefinedOutputPath=true -property:SelfContained=True -property:_CommandLineDefinedSelfContained=true -property:RuntimeIdentifier=win-x64 -property:_CommandLineDefinedRuntimeIdentifier=true -property:Configuration=ExportDebug -distributedlogger:Microsoft.DotNet.Tools.MSBuild.MSBuildLogger,C:\Program Files\dotnet\sdk\7.0.302\dotnet.dll*Microsoft.DotNet.Tools.MSBuild.MSBuildForwardingLogger,C:\Program Files\dotnet\sdk\7.0.302\dotnet.dll -l:GodotTools.BuildLogger.GodotBuildLogger,D:/programs/Godot_v4.1.1-stable_mono_win64/GodotSharp/Tools\GodotTools.BuildLogger.dll;C:/Users/Семён/AppData/Roaming/Godot/mono/build_logs\aef7e74f485dde31486cceb63376289c_ExportDebug -maxcpucount -restore -target:Publish -verbosity:m -verbosity:diagnostic D:/Godot/Proxima-B2/Proxima-B.csproj
And in the output it is:
Transient parent has another exclusive child.
modules/mono/glue/runtime_interop.cpp:1324 - Failed to export project: Failed to build project.
Could not create child process: rcedit D:/Godot/Proxima-B2/Build/Proxima-B.exe --set-icon C:/Users/Семён/AppData/Local/Godot/_rcedit.ico --set-version-string CompanyName beta-for-leath0r --set-version-string ProductName beta-for-leath0r --set-version-string FileDescription beta-for-leath0r --set-version-string LegalCopyright beta-for-leath0r --set-version-string LegalTrademarks beta-for-leath0r
editor/export/editor_export_platform.h:175 - Изменение ресурсов: Не удалось запустить исполняемый файл rcedit. Настройте путь rcedit в настройках редактора (Экспорт > Windows > rcedit) или отключите "Приложение > Изменить ресурсы" в пресете экспорта.
Could not create child process: rcedit D:/Godot/Proxima-B2/Build/Proxima-B.console.exe --set-icon C:/Users/Семён/AppData/Local/Godot/_rcedit.ico --set-version-string CompanyName beta-for-leath0r --set-version-string ProductName beta-for-leath0r --set-version-string FileDescription beta-for-leath0r --set-version-string LegalCopyright beta-for-leath0r --set-version-string LegalTrademarks beta-for-leath0r
editor/export/editor_export_platform.h:175 - Изменение ресурсов: Не удалось запустить исполняемый файл rcedit. Настройте путь rcedit в настройках редактора (Экспорт > Windows > rcedit) или отключите "Приложение > Изменить ресурсы" в пресете экспорта.
But I can't say if these errors occurred only after I closed .net console or not.
And I also have one hypothesis. I noticed that godot does not work correctly with Russian characters in scripts, even if they are comments to the code. Perhaps the problem is in the Russian characters that are contained in the path.
I really hope that I was able to provide you with the right information, thank you so much for helping me.