Nullpointer

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Run still in the same issue ``` internal sealed class Executor : Godot.Reference { [Godot.Signal] private delegate void ExecutionCompleted(); ``` Is there a workaround exists? to free it manually?

> @MikeSchulze theoretically this should do it but alas it does not: > > ```cs > public override void _ExitTree() > { > Disconnect(Constants.BROADCAST, this, Constants.BROADCAST_CALLBACK); > } > ```...

update, sorry for the late response I never connect to the signal so in do not need to disconnect. Here the c# code of the executor ``` public sealed class...

mono is broken by https://github.com/godotengine/godot/issues/64286

continue on https://github.com/MikeSchulze/gdUnit3/pull/312

PLEASE don't remove the convert function, i need it too! It is very helpfull to have such utility.

> @MikeSchulze what are you using it for? I build the plugin GdUnit3 and current on migrate to Godot4. I have a GdScript parser implemented to parse out a function...

Yes i use currently `str_to_var` but this is not save enough, i wrote my own convert now to handle the edge cases as well. e.i. to convert a string "1"...

is there an option or a note to disable the automatic class documentation?

> Not currently, but one could be added. that would be realy great ;)