astrale-sharp
astrale-sharp
Oh my bad they totally do support it but it's a bit of a pain, got it working on one of my project, see [godot rust book](https://godot-rust.github.io/book/gdnative/export/html5.html?highlight=html#html5) for details and...
Oh great remark! If that's indeed the problem we could be a bit more explicit in the error message :thinking:
I was thinking of adding the word `ambiguous` in the error but `ambiguous end of comment` is a bit long and not that clear
What I like about `Option` to signal that your argument is optional and a default value will be provided, is that it's rather intuitive. I admit that having `func(1)` and...
> A subtle difference exists though: `Option` currently means "nullable", not "possibly absent". I didn't think about that, I'm convinced. ```rust #[func] fn set_integer( #[opt(default = defaultValue)] i: i32 );...
implementation wise, should I try to have a modified `varcall_arg` function named `varcall_arg_default -> Option` so that if there is nothing at `*args_ptr.offset(N)` (which is to say that args_len <...
Hmm that's strange, thanks for reporting, do you think you could give me the output of `tree .` at the root of your directory? I wonder what's trying to register...
Maybe I have it! we built for 3.5.1, if you use 3.5.2 you may have to build yourself! https://github.com/MatejSloboda/Dijkstra_map_for_Godot#method-2-from-github
I found the culprit in https://github.com/godot-rust/gdnative README > Compatibility list: > > Godot 3.5.1 (works with gdnative 0.11) > Godot 3.4 (works with gdnative 0.10, custom build for 0.11) >...
To me it doesn't make much sense, I would expect errors of crashing because wrong types or number of argument were passed (cause that's mostly whats changing) But maybe building...