JeffR wrote:You sexy beast!
Very awesome. I need to give this a proper run-down.
So outside of obvious, improvements like cutting back on how much string interpretation we use and whatnot, what do you think is still missing at least an initial implementation?
It's sounding like it's pretty close to at least the 'everything runs' level.
I really want to implement typed callbacks, right now they are stringly typed, and you don't override them from the parent class.
Datablocks don't really work properly in C# yet, and there are a bunch of the structs (like Point3F) that don't work (Point3F does though), so they will have to be brought up to date.
Furthermore, some things might not be marshalled properly (bools for instance) and I don't know if enums work.
Also have to decide what I want to do with packages, but in the big picture this is all minor things. The one major issue, that I know of, is cleanup. C# allocates SimObjectPtr's in order to access C++ objects safely and being able to cast errors, but they are not delete properly on C# destructors, this makes the engine crash if you enter a mission twice, as some things are not cleaned up properly.