Repository: godot
Issue: Local development NuGet package not updating - probable documentation issue surrounding GodotNuGetFallbackFolder and GODOT_VERSION_STATUS
Labels: platform:macos,topic:buildsystem,documentation,topic:dotnet

### Godot version

4.0.3

### System information

macOS 13.3.1

### Issue description

I'm trying to convert my Godot 3 project to Godot 4. I use a custom build of Godot with GodotSteam, mono/.NET enabled and a few other tweaks. The only tweak I've made at the present is an extra argument to the MoveAndSlide method. The project itself is in C#.

I've been following the [Compiling with .NET](https://docs.godotengine.org/en/stable/contributing/development/compiling/compiling_with_dotnet.html) documentation page, and it went perfectly the first time. Built the editor, opened the project, no problems. Then I went to make a change to the editor (added the extra argument to the MoveAndSlide method). Built again, no problem. But now when I build the project, I get an error indicating my change to the editor wasn't applied (the build error indicates that there are no arguments to MoveAndSlide - as if my change wasn't applied).

I am sure I built correctly. I commented out some code and used reflection to investigate the GodotSharp assembly my project links to at run time, and it links to the correct version of GodotSharp with the argument I added to MoveAndSlide. This is a *compile time* problem, not a *link time* problem.

I saw the documentation had some information about how GodotSharp is distributed through a NuGet package, and how it uses a local NuGet package for local development, including this note:
> By default, all development builds share a version number, which can cause some issues with caching of the NuGet packages. To solve this issue either use GODOT_VERSION_STATUS to give every build a unique version or delete GodotNuGetFallbackFolder after every build to clear the package cache.

This is almost certainly my problem, but the note isn't helpful enough to fix it. What is GODOT_VERSION_STATUS? Where is the GodotNuGetFallbackFolder (I searched my computer and couldn't find it)?

I tried setting GODOT_VERSION_STATUS as an environment variable to "abcde1" and built again, but that didn't appear to do anything. It did update the NuGet packages in my local NuGet package source, but they still show as 4.0.3-rc, not 4.0.3-abcde1 (is that what's supposed to change? I think it is).

My local NuGet cache has no Godot 4 assemblies, since I have been using the `--push-nupkgs-local` flag on the `build_assemblies.py` script.

Part of the problem is that I can't figure out where the GodotSharp assemblies it's using at compile time even are, since they don't show up as references in Visual Studio. On which note, if I use GODOT_VERSION_STATUS to adjust the version number, do I need to update anything in the project file? I see this reference at the top, which looks weird to me:
> \<Project Sdk="Godot.NET.Sdk/4.0.3-rc">

Does anyone know how to fix this? Is this a bug with local development on a mac? I think either way it's a documentation issue. The GodotNuGetFallbackFolder and GODOT_VERSION_STATUS need to be explained.

### Steps to reproduce

Listed above.

### Minimal reproduction project

This is an issue with local development of the editor, not with the behaviour of the editor itself.