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author | Ignacio Roldán Etcheverry <ignalfonsore@gmail.com> | 2021-12-28 23:25:16 +0100 |
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committer | Ignacio Roldán Etcheverry <ignalfonsore@gmail.com> | 2022-08-22 03:36:51 +0200 |
commit | 88e367a4066773a6fbfe2ea25dc2e81d2035d791 (patch) | |
tree | a219a4332cb7b4c05daacce718af76347774df77 /modules/mono/mono_gd/gd_mono_cache.cpp | |
parent | f88d8902cfc0d6a9441e794eb47611ef4ed0d46c (diff) |
C#/netcore: Add base desktop game export implementation
This base implementation is still very barebones but it defines the path
for how exporting will work (at least when embedding the .NET runtime).
Many manual steps are still needed, which should be automatized in the
future. For example, in addition to the API assemblies, now you also
need to copy the GodotPlugins assembly to each game project.
Diffstat (limited to 'modules/mono/mono_gd/gd_mono_cache.cpp')
-rw-r--r-- | modules/mono/mono_gd/gd_mono_cache.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/modules/mono/mono_gd/gd_mono_cache.cpp b/modules/mono/mono_gd/gd_mono_cache.cpp index e8b25cb119..7d33f0a896 100644 --- a/modules/mono/mono_gd/gd_mono_cache.cpp +++ b/modules/mono/mono_gd/gd_mono_cache.cpp @@ -54,7 +54,6 @@ void update_godot_api_cache(const ManagedCallbacks &p_managed_callbacks) { CHECK_CALLBACK_NOT_NULL(ScriptManagerBridge, RaiseEventSignal); CHECK_CALLBACK_NOT_NULL(ScriptManagerBridge, GetScriptSignalList); CHECK_CALLBACK_NOT_NULL(ScriptManagerBridge, HasScriptSignal); - CHECK_CALLBACK_NOT_NULL(ScriptManagerBridge, HasMethodUnknownParams); CHECK_CALLBACK_NOT_NULL(ScriptManagerBridge, ScriptIsOrInherits); CHECK_CALLBACK_NOT_NULL(ScriptManagerBridge, AddScriptBridge); CHECK_CALLBACK_NOT_NULL(ScriptManagerBridge, RemoveScriptBridge); @@ -65,6 +64,7 @@ void update_godot_api_cache(const ManagedCallbacks &p_managed_callbacks) { CHECK_CALLBACK_NOT_NULL(CSharpInstanceBridge, Get); CHECK_CALLBACK_NOT_NULL(CSharpInstanceBridge, CallDispose); CHECK_CALLBACK_NOT_NULL(CSharpInstanceBridge, CallToString); + CHECK_CALLBACK_NOT_NULL(CSharpInstanceBridge, HasMethodUnknownParams); CHECK_CALLBACK_NOT_NULL(GCHandleBridge, FreeGCHandle); CHECK_CALLBACK_NOT_NULL(DebuggingUtils, InstallTraceListener); CHECK_CALLBACK_NOT_NULL(Dispatcher, InitializeDefaultGodotTaskScheduler); |