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Fix missing method for internal_MonoWindowsInstallRoot

Ignacio Etcheverry 6 năm trước cách đây
mục cha
commit
93897fb884

+ 1 - 0
modules/mono/editor/editor_internal_calls.cpp

@@ -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);