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Added `SystemConfiguration.framework` to the Xcode project to fix undefined symbols errors building without the interpreter, like: `_SCNetworkReachabilityScheduleWithRunLoop`. Added explicit static constructors to the generated `NativeCalls` class to avoid a `TypeInitializationException` at startup when Godot attempts to read the static fields (like `godot_api_hash`) from this class. This seems to be an issue with Mono's AOT compiler and classes with the `beforefieldinit` attribute. Not sure if it only happens when the fields are only accessed via reflection as was our case. Explicitly declaring the static constructor makes the C# compiler not add the `beforefieldinit` attribute to the class. |
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| .. | ||
| Godot.NET.Sdk | ||
| GodotTools | ||
| bindings_generator.cpp | ||
| bindings_generator.h | ||
| code_completion.cpp | ||
| code_completion.h | ||
| csharp_project.cpp | ||
| csharp_project.h | ||
| editor_internal_calls.cpp | ||
| editor_internal_calls.h | ||
| godotsharp_export.cpp | ||
| godotsharp_export.h | ||
| script_class_parser.cpp | ||
| script_class_parser.h | ||