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authorIgnacio Roldán Etcheverry <ignalfonsore@gmail.com>2022-02-27 21:57:46 +0100
committerIgnacio Roldán Etcheverry <ignalfonsore@gmail.com>2022-08-22 03:36:51 +0200
commite22dd3bc6a0934d26ba5c406505b2c60c43445fd (patch)
tree160b738f2a7bb1466177fe8c3184456221d65a67 /modules/mono/editor/GodotTools
parent778007a358961f30ccadd738300a353edf0a0c51 (diff)
C#: Static marshaling for bindings and source generators
Previously, we added source generators for invoking/accessing methods, properties and fields in scripts. This freed us from the overhead of reflection. However, the generated code still used our dynamic marshaling functions, which do runtime type checking and box value types. This commit changes the bindings and source generators to include 'static' marshaling. Based on the types known at compile time, now we generate the appropriate marshaling call for each type.
Diffstat (limited to 'modules/mono/editor/GodotTools')
-rw-r--r--modules/mono/editor/GodotTools/GodotTools/GodotTools.csproj2
1 files changed, 1 insertions, 1 deletions
diff --git a/modules/mono/editor/GodotTools/GodotTools/GodotTools.csproj b/modules/mono/editor/GodotTools/GodotTools/GodotTools.csproj
index 92a40b9b8b..eb54effc01 100644
--- a/modules/mono/editor/GodotTools/GodotTools/GodotTools.csproj
+++ b/modules/mono/editor/GodotTools/GodotTools/GodotTools.csproj
@@ -3,7 +3,7 @@
<ProjectGuid>{27B00618-A6F2-4828-B922-05CAEB08C286}</ProjectGuid>
<TargetFramework>net5.0</TargetFramework>
<EnableDynamicLoading>true</EnableDynamicLoading>
- <LangVersion>8</LangVersion>
+ <LangVersion>9</LangVersion>
<!-- The Godot editor uses the Debug Godot API assemblies -->
<GodotApiConfiguration>Debug</GodotApiConfiguration>
<GodotSourceRootPath>$(SolutionDir)/../../../../</GodotSourceRootPath>