Cannot run my custom .NET build of Godot 4.3 due to errors generating glue

Godot Version

v4.3.dev.mono.custom_build.0f0cf78ac

Question

I can’t launch my compiled .NET build of the Godot editor due to errors that seem to stem from generating the glue, which themselves cause errors when generating the assemblies.

Pastebin Links

Here are some pastebin links so you can view the errors I’ve got in full detail.

Glue: # Input### PowerShell```powershellPowerShell 7.4.1PS C:\Users\janin\ - Pastebin.com
Assemblies: # Input### PowerShell```powershellPowerShell 7.4.1PS C:\Users\janin\ - Pastebin.com

Launching Editor

Godot Engine v4.3.dev.mono.custom_build.0f0cd78ac (2024-04-04 02:29:35 UTC) - https://godotengine.org
OpenGL API 3.3.0 NVIDIA 551.86 - Compatibility - Using Device: NVIDIA - NVIDIA GeForce GTX 1650

Editing project: C:/Users/janin/Documents/project-walrider
Godot Engine v4.3.dev.mono.custom_build.0f0cf78ac (2024-04-04 02:29:35 UTC) - https://godotengine.org
Vulkan 1.3.277 - Forward+ - Using Device #0: NVIDIA - NVIDIA GeForce GTX 1650

ERROR: Condition "p_font.is_null()" is true. Returning: false
    at: TextParagraph::add_string(scene\resources\text_paragraph.cpp:420)
System.InvalidOperationException: Dependency resolution failed for component C:/Users/janin/Documents/Files/GitHub/Godot-fork/bin/GodotSharp/Tools/GodotTools.dll with error code -2147450734. Detailed error: Failed to locate managed application [C:/Users/janin/Documents/Files/GitHub/Godot-fork/bin/GodotSharp/Tools/GodotTools.dll]

    at System.Runtime.Loader.AssemblyDependencyResolver..ctor(String componentAssemblyPath)
    at GodotPlugins.PluginLoadContext..ctor(String pluginPath, ICollection`1 sharedAssemblies, AssemblyLoadContext mainLoadContext, Boolean isCollectible) in C\Users\janin\Documents\Files\GitHub\Godot-fork\modules\mono\glue\GodotSharp\GodotPlugins\PluginLoadContext.cs: line 21
    at GodotPlugins.Main.PluginLoadContextWrapper.CreateAndLoadFromAssemblyName(AssemblyName assemblyName, String pluginPath, ICollection`1 sharedAssemblies, AssemblyLoadContext mainLoadContext, Boolean isCollectible) in C:\Users\janin\Documents\Files\GitHub\Godot-fork\modules\mono\glue\GodotSharp\GodotPlugins\Main.cs:line 60
    at GodotPlugins.Main.LoadPlugin(String assemblyPath, Boolean isCollectible) in C:\Users\janin\Documents\Files\GitHub\Godot-fork\modules\mono\glue\GodotSharp\GodotPlugins\Main.cs:line 214
    at GodotPlugins.Main.LoadToolsAssembly(Char* nAssemblyPath, IntPtr unmanagedCallbacks, Int32 unmanagedCallbacksSize) in C:\Users\janin\Documents\Files\GitHub\Godot-fork\modules\mono\glue\GodotSharp\GodotPlugins\Main.cs:line 176
ERROR: FATAL: Condition "editor_plugin_obj == nullptr" is true
    at: CSharpLanguage::_editor_init_callback (modules\mono\csharp+script.cpp:1168)

=================================================================
CrashHandlerException: Program crashed
Engine version: Godot Engine v4.3.dev.mono.custom_build(0f0cf78acf9bd522be22db1aa747edde4f917e89)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[0] <couldn't map PC to fn name>
[1] <couldn't map PC to fn name>
[2] <couldn't map PC to fn name>
[3] <couldn't map PC to fn name>
[4] <couldn't map PC to fn name>
[5] <couldn't map PC to fn name>
[6] <couldn't map PC to fn name>
[7] <couldn't map PC to fn name>
-- END OF BACKTRACE --
=======================================================

Notes

I didn’t include the --push-nupkgs-local ~/MyLocalNugetSource stuff at the end of the line due to problems I’ve had with Nuget, so why would it give me errors about that anyway? That’s strange. I have to be missing something.

If you want even more details, feel free to ask

when you see something like this, rebuild it with debug_symbols=yes argument added. to be able to read what’s wrong of <couldn't map PC to fn name>
Also this is a dev version, try replicate this on stable release now (which already out few days ago)