virtualx-engine/modules/mono/editor
Ignacio Roldán Etcheverry e22dd3bc6a 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.
2022-08-22 03:36:51 +02:00
..
Godot.NET.Sdk C#: Static marshaling for bindings and source generators 2022-08-22 03:36:51 +02:00
GodotTools C#: Static marshaling for bindings and source generators 2022-08-22 03:36:51 +02:00
script_templates Fix EditorScenePostImport templates for C# 2022-06-16 19:29:59 +02:00
bindings_generator.cpp C#: Static marshaling for bindings and source generators 2022-08-22 03:36:51 +02:00
bindings_generator.h C#: Static marshaling for bindings and source generators 2022-08-22 03:36:51 +02:00
code_completion.cpp Rename shader parameter uniform setter/getter methods for consistency 2022-08-04 23:17:06 +02:00
code_completion.h Update copyright statements to 2022 2022-01-03 21:27:34 +01:00
editor_internal_calls.cpp C#/netcore: Add base desktop game export implementation 2022-08-22 03:36:51 +02:00
editor_internal_calls.h Code quality: Fix header guards consistency 2022-07-25 11:17:40 +02:00