TCROC

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> We had this problem in https://github.com/godot-rust/gdext/pull/527, where you were involved as well. What has changed since? A handful of things have changed: 1. In that pull request, we used...

At the end of the day, this is a datatype binding issue. Not a bitfield issue. I think the concept of bitfields was distracting us from the point that these...

> so I'd argue it's responsibility of the constant provider to make sure the original value (0xffffffff as i64) is retained. I agree. And in this case, the constant provider...

> But you only showed C code with the enum definition. Who registers that constant within Godot? I believe godotsteam does: https://github.com/CoaguCo-Industries/GodotSteam/tree/godot4. I'm not entirely sure though. > I think...

godot steam has a header for it here: https://github.com/CoaguCo-Industries/GodotSteam/blob/5348754e43e06ceae150888534047b64bbd6f5d2/godotsteam.h#L1482 And it looks like it gets registered by godotsteam here: https://github.com/CoaguCo-Industries/GodotSteam/blob/5348754e43e06ceae150888534047b64bbd6f5d2/godotsteam.h#L3039 I'm not super familiar with these API's tho so I'm...

> The fact that we use u64 and not i64 just highlighted a bug (probably in GodotSteam). This would have gone unnoticed had we used i64, and caused problems down...

Also a potentially more important problem: godotsteam users currently cannot use gdext on Windows. Gdext panics when trying to generate the bindings.

> In other words: we show an error at compile time that might otherwise only manifest at runtime 😉 Except I think the error is on our end as we...

And gdext was correctly using i64 previously but changed to the incorrect cpp gdextension implementation. Incorrect as far as bindings go that is. Not necessarily semantics. I hold that bindings...