Fix missing method for internal_MonoWindowsInstallRoot

This commit is contained in:
Ignacio Etcheverry 2019-09-07 02:31:01 +02:00
parent 4ee8ecd3ef
commit 93897fb884

View file

@ -429,6 +429,7 @@ void register_editor_internal_calls() {
mono_add_internal_call("GodotTools.Internals.Internal::internal_ScriptEditorEdit", (void *)godot_icall_Internal_ScriptEditorEdit); mono_add_internal_call("GodotTools.Internals.Internal::internal_ScriptEditorEdit", (void *)godot_icall_Internal_ScriptEditorEdit);
mono_add_internal_call("GodotTools.Internals.Internal::internal_EditorNodeShowScriptScreen", (void *)godot_icall_Internal_EditorNodeShowScriptScreen); mono_add_internal_call("GodotTools.Internals.Internal::internal_EditorNodeShowScriptScreen", (void *)godot_icall_Internal_EditorNodeShowScriptScreen);
mono_add_internal_call("GodotTools.Internals.Internal::internal_GetScriptsMetadataOrNothing", (void *)godot_icall_Internal_GetScriptsMetadataOrNothing); mono_add_internal_call("GodotTools.Internals.Internal::internal_GetScriptsMetadataOrNothing", (void *)godot_icall_Internal_GetScriptsMetadataOrNothing);
mono_add_internal_call("GodotTools.Internals.Internal::internal_MonoWindowsInstallRoot", (void *)godot_icall_Internal_MonoWindowsInstallRoot);
mono_add_internal_call("GodotTools.Internals.Internal::internal_EditorRunPlay", (void *)godot_icall_Internal_EditorRunPlay); mono_add_internal_call("GodotTools.Internals.Internal::internal_EditorRunPlay", (void *)godot_icall_Internal_EditorRunPlay);
mono_add_internal_call("GodotTools.Internals.Internal::internal_EditorRunStop", (void *)godot_icall_Internal_EditorRunStop); mono_add_internal_call("GodotTools.Internals.Internal::internal_EditorRunStop", (void *)godot_icall_Internal_EditorRunStop);
mono_add_internal_call("GodotTools.Internals.Internal::internal_ScriptEditorDebugger_ReloadScripts", (void *)godot_icall_Internal_ScriptEditorDebugger_ReloadScripts); mono_add_internal_call("GodotTools.Internals.Internal::internal_ScriptEditorDebugger_ReloadScripts", (void *)godot_icall_Internal_ScriptEditorDebugger_ReloadScripts);