Fix freeze after building C#
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@ -315,13 +315,13 @@ void godotsharp_internal_new_csharp_script(Ref<CSharpScript> *r_dest) {
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memnew_placement(r_dest, Ref<CSharpScript>(memnew(CSharpScript)));
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}
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void godotsharp_internal_editor_file_system_update_file(const String *p_script_path) {
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void godotsharp_internal_editor_file_system_update_files(const PackedStringArray &p_script_paths) {
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#ifdef TOOLS_ENABLED
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// If the EditorFileSystem singleton is available, update the file;
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// otherwise, the file will be updated when the singleton becomes available.
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EditorFileSystem *efs = EditorFileSystem::get_singleton();
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if (efs) {
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efs->update_file(*p_script_path);
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efs->update_files(p_script_paths);
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}
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#else
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// EditorFileSystem is only available when running in the Godot editor.
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@ -1450,7 +1450,7 @@ static const void *unmanaged_callbacks[]{
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(void *)godotsharp_engine_get_singleton,
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(void *)godotsharp_stack_info_vector_resize,
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(void *)godotsharp_stack_info_vector_destroy,
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(void *)godotsharp_internal_editor_file_system_update_file,
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(void *)godotsharp_internal_editor_file_system_update_files,
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(void *)godotsharp_internal_script_debugger_send_error,
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(void *)godotsharp_internal_script_debugger_is_active,
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(void *)godotsharp_internal_object_get_associated_gchandle,
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