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- Create CSharpScript for generic C# types. - `ScriptPathAttributeGenerator` registers the path for the generic type definition. - `ScriptManagerBridge` lookup uses the generic type definition that was registered by the generator. - Constructed generic types use a virtual `csharp://` path so they can be registered in the map and loaded as if there was a different file for each constructed type, even though they all share the same real path. - This allows getting the base type for a C# type that derives from a generic type. - Shows base scripts in the _Add Node_ and _Create Resource_ dialogs even when they are generic types. - `get_global_class_name` implementation was moved to C# and now always returns the base type even if the script is not a global class (this behavior matches GDScript). - Create `CSharpScript::TypeInfo` struct to hold all the type information about the C# type that corresponds to the `CSharpScript`, and use it as the parameter in `UpdateScriptClassInfo` to avoid adding more parameters. |
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.. | ||
Godot.NET.Sdk | ||
GodotTools | ||
script_templates | ||
bindings_generator.cpp | ||
bindings_generator.h | ||
code_completion.cpp | ||
code_completion.h | ||
editor_internal_calls.cpp | ||
editor_internal_calls.h | ||
hostfxr_resolver.cpp | ||
hostfxr_resolver.h | ||
semver.cpp | ||
semver.h |