Rory Douglas
Rory Douglas
And yes, it currently doesn't build, but it's close :-P
@ShadowApex yup, good point on the name exporting - I've changed it to camelCase. I found a `godotCallVoidRidRect2Rect2RidVector2Vector2IntIntBoolColorRid` and I never want to see anything but generated code using that...
it now runs the the Pong example w/o crashing & the tiniest beginnings of Dodge The Creeps (I haven't ported the whole thing yet). But basic stuff GetViewportRect() and GetNode()...
Comparing to my C examples, I see I'll need to track when I allocate `godot_string` arguments: ```` cArg0 := unsafe.Pointer(stringAsGodotString(arg0)) ```` so I can ```` C.godot_string_destroy(...) ```` before leaving the...
I'm a bit stuck now. Many common calls work, but some segfault - notably AnimatedSprite.SetAnimation("someanim") or AnimatedSprite.Play(""). I've checked and SetAnimation *also* fails on master, though there the error is...
I made some progress debugging the segfaults. I added a few variations of pure C calls for GetNode and SetAnimation (see [classes.go on debug-failures branch](https://github.com/worrel/godot-go/blob/debug-failures/godot/classes.go)) and then tested out combinations...
@SolarGranulation @gedw99 Sorry, I haven't worked on this in months & I don't see time opening up soon with my workload & other projects. I haven't actually tried out @ShadowApex's...
I'm on 3.1.5 (also happens on 3.1.6)
@barbieri thanks for taking a look, i'll try debug further & report back!
hey, any movement on the CLJS support? looks like the upstream PR in clj-arrangement was merged, anything blocking this?