StatisMike

Results 37 comments of StatisMike

This would be great! Additional problems like the inability to register methods coming from different trait impl wouldn't be a problem then - they could be just manually added in...

@MarkWilds It seems that the problem at hand is caused by trying to retrieve the autoload by `GlobalPlugin` itself. When trying to retrieve the autoload using any other godot-rust node,...

It would seem that the `AutoloadInfo->in_editor` isn't set properly while receiving autoload from `gdext`-created `EditorPlugin`, then (if this code is relevant: it seems so, though I'm C++ illiterate, so can't...

@MarkWilds Does your `gdext`-declared `EditorPlugin` itself is able to access the GDScript autoload node?

> What is the GDSCript autload node? Simple `@tool` annotated GDScript extending `Node`, added via editor as an autoload, even the most basic like: ```gdscript @tool extends Node func hey():...

It should be noted that the OP message is mixing the two Godot concepts (which Godot mixes itself very often, though). `Engine::singleton().get_singleton(name)` refers to the engine singleton, which is stored...

If Godot builtin enums would be in the future ported as actual Rust enums in `gdext` (if it is possible and viable) you could use on your end [enum_iterator](https://docs.rs/enum-iterator/latest/enum_iterator/) crate...

So I've just tested it using debug build of Godot to get better backtrace. In 4.2.1: ``` left: `ThreadId(1)`, right: `ThreadId(2)`: attempted to access binding from different thread than main...

Passing new PR in this topi, as it seems to be accepted and basically stopped only from 4.2 only because it was in feature-freeze. Most probably it will come in...

@Bromeon I've got the same message for `EditorInspectorPlugin::parse_property()` - the `Gd` can be `null`, so the signature there is also not correct. I don't think it warrants a new Issue...