Enable MSBuild node reuse defaults in the F# build scripts - #20220
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Both entry points hard-disabled MSBuild node reuse for every build, overriding Arcade's default (node reuse on locally, off on CI). The overrides were added together in March 2019 (7a6448e, f4bd221) as a workaround for FSharp.Build.dll version conflicts when the proto compiler and the freshly built one are loaded into reused MSBuild nodes during F#'s self-bootstrap. This removes both overrides so Arcade's default applies, restoring node reuse for the inner loop and unblocking MSBuild Server. Whether the 2019 FSharp.Build.dll conflict still reproduces is validated by full CI, including the Windows EndToEndBuildTests job, which builds without -ci and therefore now exercises node reuse end to end. Fixes #20217 Co-authored-by: Copilot App <223556219+Copilot@users.noreply.github.com>
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Fixes #20217
eng/Build.ps1andeng/build.shboth hard-disabled MSBuild node reuse for every build, overriding Arcade's default (reuse on locally, off on CI). The overrides were added together in March 2019 as a workaround forFSharp.Build.dllversion conflicts when the proto compiler and the freshly built one land in reused MSBuild nodes during F#'s self-bootstrap — not, as the issue assumed, a PowerShell-only template leftover.Removing both restores node reuse for the inner loop and unblocks MSBuild Server. Whether that 2019
FSharp.Build.dllconflict still reproduces is the open question, so this leans on full CI to answer it — in particular the WindowsEndToEndBuildTestsjob, which builds without-ciand now exercises node reuse end to end.