Lewis James
Lewis James
Iirc, I had to set the mapping from JS to TS using an absolute rather than relative path in my tsconfig to get it to work, but then I could...
Here's an example `tsconfig.json` and `.vscode/launch.json` from a project where I used to debug in TS. I haven't used it in a while (since around January) so I haven't verified...
FWIW, I tried Valgrind but couldn't get much useful information out of it down to the level of individual JS functions. I've instead just made a simple decorator for now...
I have added a minimum reproduction project here: https://github.com/lewispollard/godot-ecmascript-webrtc-native-bug I've included 64 bit Linux binaries via git LFS however if you're not on this platform or don't want to run...
OK, thanks, I will look into that! I did build the webrtc-native module using a new api.json file generated from my custom godot binary, using the instructions from the godot-cpp...
> do you build wbrtc-native to android or ios platform? > > Not yet, if you look at the pull requests on the webrtc-native repo there is a recent one...
I'm looking into this now out of interest, and I'm pretty sure it's because the mono glue generates a file called `System.cs` which maps Godex's System class. This then overrides...
Btw, here is a git patch that you can apply to the generated glue to fix the syntax, so it should at least build. ``` Index: modules/mono/glue/GodotSharp/GodotSharp/Core/GD.cs IDEA additional info:...
> Note: We chatted about this in discord and we contacted the Godot team to have support for that, here the discord chat link: https://discord.com/channels/797456114404163625/797456114404163630/852560754611322930 Great! FWIW, Godot 4 is...
@AndreaCatania I think that's fine, since C# users will be using an ide that'll autocomplete anyway, so it's unlikely to cause confusion. Though the cleanest solution imo would be to...