6,980 Commits over 2,741 Days - 0.11cph!
Update bindinggen to fix forward declares
Use Cast<T> instead of dynamic_cast<T> for Unreal types (fixes #40)
Update bindinggen, cleanup old things in singleton
Implement dispose pattern, increase memory pressure when handles are in use
Update bindinggen to fix forward declares
Always forward declare in header, don't do it inline
Update binddinggen, swap defs to demonstrate other error
Sort definitions by dependencies, not just inheritance
Updating to .NET Core 2.0 (preview 2), not working yet
dynamic is BANNED
Merge pull request #89 from Facepunch/netcore2.0
Upgrade to .NET Core 2.0 preview 2
Updating to .NET Core 2.0 (preview 2), not working yet
Show a message when skipping file writes
Don't write files if existing content is the same
Don't return invalid pointers from object map
Fixes "Invalid object in GC" crash
Update bindinggen to fix broken weak handles
Fix locking weak handles, it needs to clone to a strong handle
Update bindinggen, update binds to use unreal modifier and objectmap
Change how HitResult is used, gotta fix unresolved external
Update bindinggen, implicitly initialize managed classes
Update bindinggen, move some variables into native, doesn't work yet fuck knows why
Update bindinggen, make UWorld singular again
Add mutex to objectmap methods
Merge branch 'binding-objectmap'
# Conflicts:
# Sandbox.Unreal/Generated/Sandbox.Unreal.Bindings.cs
# UnrealProject/Source/SandboxGame/Generated/Sandbox.Unreal.Bindings.cpp
Add mutex to objectmap methods
Update bindinggen, update binds to use unreal modifier and objectmap
Change how HitResult is used, gotta fix unresolved external
Update bindinggen, implicitly initialize managed classes
Update bindinggen, move some variables into native, doesn't work yet fuck knows why
Update bindinggen, make UWorld singular again
Update bindinggen, make UWorld singular again
Add null checking for native definition marshaling, error when singular is used incorrectly
Fixes #39, fixes Array<T> when given a C# array instead of IList<T>
Add some tracing to debug GCHandle use, add move constructors (fixes #38)
Add null check for managed marshaling (#37)
Update bindinggen, move some variables into native, doesn't work yet fuck knows why
More constructors, fix type name
Update bindinggen, implicitly initialize managed classes
Implement weak handles for managed definitions, untested
Add dynamic cast marshaler
Merge duplicated code in Array and TArray into a common class
Fix crashes and test failues for array and ref marshalers
Fix compiler errors with ref
And the managed side, now only ref and arrays fail
Fix intermediate returns on native side, remove dynamic_cast
Remove IsAligned on MarshalResult (will now always use memcpy)
Fix the generated code for ref/out, still need to fix all the callsites though
Handle multiple multiple returns in Ref, Array and TArray marshalers
This is still broken, almost there though...
Remove duplicated marshal logic, start on weak refs
Change how HitResult is used, gotta fix unresolved external
Constructors on unreal types shouldn't be allowed
Update bindinggen, update binds to use unreal modifier and objectmap
Add an `unreal` modifier to use an object map, fixes some bugs too