Fix missing mono internal call
- Also fixed uninitalized variable in buildscript
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2 changed files with 6 additions and 0 deletions
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@ -134,6 +134,7 @@ def find_msbuild_unix(filename):
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def find_msbuild_windows():
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import mono_reg_utils as monoreg
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mono_root = ''
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bits = env['bits']
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if bits == '32':
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@ -183,6 +183,10 @@ MonoBoolean godot_icall_MonoDevelopInstance_IsApplicationBundleInstalled(MonoStr
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#endif
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}
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MonoString *godot_icall_Utils_OS_GetPlatformName() {
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return GDMonoMarshal::mono_string_from_godot(OS::get_singleton()->get_name());
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}
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void GodotSharpEditor::register_internal_calls() {
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static bool registered = false;
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@ -190,6 +194,7 @@ void GodotSharpEditor::register_internal_calls() {
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registered = true;
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mono_add_internal_call("GodotSharpTools.Editor.MonoDevelopInstance::IsApplicationBundleInstalled", (void *)godot_icall_MonoDevelopInstance_IsApplicationBundleInstalled);
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mono_add_internal_call("GodotSharpTools.Utils.OS::GetPlatformName", (void *)godot_icall_Utils_OS_GetPlatformName);
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GodotSharpBuilds::register_internal_calls();
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}
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