pupil1337

Results 9 comments of pupil1337

In your usage, i think `ref->get_class() == MySubclass::get_class_static()` can work great, no need to add new methods. like: ``` class A : public Node. class B : public A. Ref...

> Same issue with unreal 5.2 i cant toggle with the keybinding. Any solution? My solution is no use the Shortcut keys, and switch imgui input enable when whether the...

There maybe two types that need to be checked: 1. function pointer type declare in `gdextension_interface.h` (define in godot.cpp) 2. `_method_bindings` in the Variant type(for example in string_name.cpp). Checking if...

I think we can initialize the gdextension-interface function pointer as a `FuncA` instead of nullptr, `FuncA` output an error: "Call constructor too early, earlier than GDExtendenInterface initialization, please check if...

If node A is generated in the scene, godot-cpp will new a object, and godot will also new a object, their cache each other's addresses. When godot-cpp call `get_node` will...

I am not familiar with Scons, but I accidentally discovered this situation. After comparing the differences after compilation, found that the result (compile_commands. json) is consistent.

> I would remove the example comments for now, just for this PR to concentrate on compiledb. Thank you for your review. I agree with your suggestion.Thank you!

> Does your solution makes the compiledb command for the template code? Yes, it will generate compile_commands.json. Because template compilation is call the Scons script of godot-cpp And I have...